https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Chilroy&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T13:52:18ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1447311Gun Witch (5e Class)2021-03-08T22:58:25Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]; One weapon chosen may be treated as 10th generation Ancestral weapon and will gain a feat when you reach 3rd level. ''(Consult your GM before declaring a weapon as an ancestral weapon.)''<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=Extra Attack (x2)<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of making an Attack action with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips with your Extra Attack feature. At 10th level, you can cast your chosen cantrips as a bonus action. Dexterity is your spellcasting ability for these spells.<br />
<br />
You do not require a free hand to load or reload a hexed weapon, and hexed weapons are not required to be melee for the purposes of two-handed fighting. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Familiar Weapon Die<br />
|-<br />
| When you gain the Familiar Weapon die, it acts like a countdown and not like a regular die that you roll. If you’re tracking the die physically, grab a d6, place it on the face with six pips, and decrease the face by 1 every time you decrease the die. If you’re playing virtually, treat the Familiar Weapon die like it is a countdown that starts at 6 and ends at 1.<br />
|}<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
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 13th level in this class.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. You have 10 d6s, used for quick draws. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You regain all of these dice after a long rest.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect. <br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn.<br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''{{5e|Charm Person}}, {{5e|Color Spray}}, {{5e|Compelled Duel}}, {{5e|Detect Magic}}, {{5e|Expeditious Retreat}}, {{5e|Faerie Fire}}, {{5e|Feather Fall}}, {{5e|Hex}}, {{5e|Magic Missile}}, {{5e|Ice Knife}}, {{5e|Witch Bolt}}''<br />
<br />
;2nd Level<br />
''{{5e|Acid Arrow}}, {{5e|Blur}}, {{5e|Blindness/Deafness}}, {{5e|Cloud Of Daggers}}, {{5e|Cordon Of Arrows}}, {{5e|Dust Devil}}, {{5e|Heat Metal}}, {{5e|Levitate}}, {{5e|Magic Weapon}}, {{5e|Mirror Image}}, {{5e|Misty Step}}, {{5e|Phantasmal Force}}, {{5e|Pyrotechnics}}''<br />
<br />
;3rd Level<br />
''{{5e|Conjure Barrage}}, {{5e|Dispel Magic}}, {{5e|Elemental Weapon}}, {{5e|Fear}}, {{5e|Fly}}, {{5e|Hypnotic Pattern}}, {{5e|Lightning Arrow}}, {{5e|Magic Circle}}, {{5e|Slow}}''<br />
<br />
;4th Level<br />
''{{5e|Blight}}, {{5e|Fire Shield}}, {{5e|Freedom of Movement}}, {{5e|Greater Invisibility}}''<br />
<br />
;5th Level<br />
''{{5e|Conjure Volley}}, {{5e|Passwall}}, {{5e|Swift Quiver}}, {{5e|Mislead}}''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Gunslinger Tag]]<br />
[[Category:Wizard Tag]]<br />
[[Category:5e Class Mashup]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1447309Gun Witch (5e Class)2021-03-08T22:33:50Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]; One weapon chosen may be treated as 10th generation Ancestral weapon and will gain a feat when you reach 3rd level. ''(Consult your GM before declaring a weapon as an ancestral weapon.)''<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=Extra Attack (x2)<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of making an Attack action with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips with your Extra Attack feature. At 10th level, you can cast your chosen cantrips as a bonus action. Dexterity is your spellcasting ability for these spells.<br />
<br />
You do not require a free hand to load or reload a hexed weapon, and hexed weapons are not required to be melee for the purposes of two-handed fighting. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
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 13th level in this class.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. You have 10 d6s, used for quick draws. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You regain all of these dice after a long rest.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect. <br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn.<br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''{{5e|Charm Person}}, {{5e|Color Spray}}, {{5e|Compelled Duel}}, {{5e|Detect Magic}}, {{5e|Expeditious Retreat}}, {{5e|Faerie Fire}}, {{5e|Feather Fall}}, {{5e|Hex}}, {{5e|Magic Missile}}, {{5e|Ice Knife}}, {{5e|Witch Bolt}}''<br />
<br />
;2nd Level<br />
''{{5e|Acid Arrow}}, {{5e|Blur}}, {{5e|Blindness/Deafness}}, {{5e|Cloud Of Daggers}}, {{5e|Cordon Of Arrows}}, {{5e|Dust Devil}}, {{5e|Heat Metal}}, {{5e|Levitate}}, {{5e|Magic Weapon}}, {{5e|Mirror Image}}, {{5e|Misty Step}}, {{5e|Phantasmal Force}}, {{5e|Pyrotechnics}}''<br />
<br />
;3rd Level<br />
''{{5e|Conjure Barrage}}, {{5e|Dispel Magic}}, {{5e|Elemental Weapon}}, {{5e|Fear}}, {{5e|Fly}}, {{5e|Hypnotic Pattern}}, {{5e|Lightning Arrow}}, {{5e|Magic Circle}}, {{5e|Slow}}''<br />
<br />
;4th Level<br />
''{{5e|Blight}}, {{5e|Fire Shield}}, {{5e|Freedom of Movement}}, {{5e|Greater Invisibility}}''<br />
<br />
;5th Level<br />
''{{5e|Conjure Volley}}, {{5e|Passwall}}, {{5e|Swift Quiver}}, {{5e|Mislead}}''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Gunslinger Tag]]<br />
[[Category:Wizard Tag]]<br />
[[Category:5e Class Mashup]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Talk:Gun_Witch_(5e_Class)&diff=1447308Talk:Gun Witch (5e Class)2021-03-08T22:30:54Z<p>Chilroy: </p>
<hr />
<div>==Clarification==<br />
There's some ambiguous wording in the Weapon Hex Feature. Initially I assumed the hexed weapon could just be used to fire the cantrips like, well, cantrips, because the class doesn't have them on their own. Then I noticed that at level 6, it says you can use the cantrips twice. So is it like you give it a certain amount of ''charges'' , which function as "ammo" for the cantrips. Because if so, you could streamline it by saying charges come back at short rests. If not, you might want to say it can be used as the extra attack gained a level prior. Also do you use int or dex to hit with those cantrips? (Int representing it being a spell, dex representing "shooting" the spell)<br />
<br />
==Spellcasting==<br />
I'm new here so please tell me if I'm stepping out of line. I personally believe that this classes spellcasting ability should be intelligence as its magic isn't innate nor bestowed. It's magic is trained and is partially gunsmithing. Again tell me if I'm out of line but should any further changing of this be considered vandalism?<br />
Especially considering the original class was an intelligence caster. [[This was a good call to be honest]]<br />
<br />
==Response to Clarification==<br />
It doesn't work like ammo, as for using the cantrips 'twice', it means casting it twice in the same turn similar to a more relaxed twinned spell. If you have better wording go ahead, but it doesn't function like ammo — I'll add spellcasting modifier for the cantrips.</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1300401Godbinder (5e Class)2020-03-14T05:17:08Z<p>Chilroy: /* Additional Divine Aspects */</p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, they demand answers.<br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=2 <br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=4<br />
|extra3_20=4<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=7th<br />
|extra4_20=7th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 7th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
----<br />
<br />
=== Additional Divine Aspects ===<br />
<br />
These are additional aspects that are created after the original conception of this class. Think of these as akin Xanathar's Guide to Everything subclasses; player options that are newer and meant to open up more avenues of play. Feel free to add your own aspect. There is a similar section for miracles below this section.<br />
<br />
;{{#anc:Aspect of the Depths}}<br />
Gods whose portfolios include the Depths aspect —including Poseidon, Umberlee, and Rán — govern the restless sea and all that dwells in it. They include gods of the depths are often merciless, cold and cruel in their actions towards. Containing their aspect allows you to feel that in your heart as well. <br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Depths Aspect Feature: Drown'''<br />
<br />
:When you gain this aspect you can cause your enemies to gasp for air as they sink into the depths of your aspect's domain. As an action, roll a spell attack against a number of creatures equal to half your Godbinder level (minimum of one). Make a separate attack roll for each creature. On a successful attack, their lungs begin to fill with water and it begins [[5e SRD:Suffocating|suffocating]]. A creature can end this effect by making a Constitution saving throw against your spell save DC at the end of its turn.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Depths Aspect Spells'''<br />
<code><tt>Armor of Agathys and [[5e SRD:Create or Destroy Water|Create or Destroy Water]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Madness}}<br />
<br />
:The essence of these divinities are oft too terrible, too eldritch to be known or captured. Gods like Ghaunadaur, Tharizdun, and the Shadow - are all unknowable and depart their "gifts" unto the world. Many Godbinders make dark choices in their efforts to bind these beings incomprehensible to mortal minds.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Madness Aspect Feature: Horrific Gaze'''<br />
<br />
:Your eyes become pools of eldritch knowledge. As an action, you can make eye contact with a creature you can see and force them to make a Wisdom saving throw against your spell save DC. On a failure, they roll a [[5e_SRD:Madness#Short-Term_Madness|short term madness]]. At the end of the creature's turn they may repeat the saving throw to remove the madness. On success, nothing happens.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Madness Aspect Spells'''<br />
<code><tt>[[5e SRD:Bane|Bane]] and [[5e SRD:Hideous Laughter|Tasha's Hideous Laughter]]</tt></code><br />
<br />
=== Additional Miracles ===<br />
<br />
;{{#anc: Miracle XVII: Power of the Depths}}<br />
'''Prerequisites.''' ''6th level''<br />
<br />
You can breathe Underwater, and you gain a swimming speed equal to your walking speed.<br />
<br />
You can also cast Wall of Water once without expending a spell slot. You regain the ability to do so when you finish a long rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVII: Divine Tongue}}<br />
<br />
When you speak all creatures with Intelligence scores of at least 1 understand you. If you wish, you can ensure only creatures of your choosing can comprehend you when you speak. If you do so, you sound incomprehensible and ancient to other creatures.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
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'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Discussion:Discord_Policy&diff=1290604Discussion:Discord Policy2020-02-23T21:28:49Z<p>Chilroy: Changing "him or her" on 3d to "them" to be more gender inclusive.</p>
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== [[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]])&nbsp;<small><small>01:21, 8 December 2018 (MST)</small></small> ==<br />
<br />
The basis for policies on D&D Wiki's [https://discord.gg/EnsRxSV official discord server] has been layed out with [[D&D Wiki talk:Social Media#Official D&D Wiki Discord Server Policies Referendums|this discussion]]. Consensus may change, so please include any policy referendums for the discord server on this page. Any policy discussions must take place here, since policy discussions on discord do not have any bearing for the server.<br />
<br />
== [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) <small>Official Discord Server link location<small>14:38, 15 December 2018 (MST)</small></small> ==<br />
<br />
I feel the link to the D&D wiki's discord server is a little hidden away right now. It took me a while to find the community portal on the main page; I don't think I'd ever noticed that link before. Meanwhile, the currently very underused Tavern Chatroom is displayed on the navigation and on the main page. Personally, I think the link to the Tavern Chatroom could be outright replaced with the link to the discord server, though I have no problems with it remaining where it is. It's not unusual for a wiki community to have a discord server that's proudly displayed with a large logo; take for instance the [https://dnd5e.fandom.com/wiki/D%26D_5th_Edition_Wikia D&D 5e wikia].<br />
<br />
I should say why this could be important. When looking at the tavern chatroom logs, some of the most recent messages as of this writing are variants of "is anybody there?" spread out over a week. Most recently, a newcomer asks if the Tavern is always this empty, and then they're given the link to the official discord.<br />
<br />
Since a newcomer's first experience with trying to join the D&D wiki community's chatroom will almost certainly be the tavern chat (as it is more prominently displayed), they may get a false idea of how active the community is, which may discourage them. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 14:38, 15 December 2018 (MST)<br />
<br />
* [https://i.imgur.com/faltlSA.png A screenshot of the tavern chatroom messages I was talking about]<br />
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== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>14:43, 15 December 2018 (MST)</small></small> ==<br />
<br />
I too have thought this for other things. I am use to communities prominently displaying a Discord server link as well, along with their other pages though. Maybe a bigger discussion if those get brought up.<br />
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== [[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) <small><small>05:40, 16 December 2018 (MST)</small></small> ==<br />
<br />
Something like this? [[File:Discord Logo.png|75px|link=https://discord.gg/EnsRxSV]] We could add this to the [[Main Page]], as well as on the sidebar (if anyone knows if its possible to add an image to [[Mediawiki:Sidebar]], otherwise it can be added below it like the FB was before) if we can agree on doing this.<br />
<br />
== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>07:49, 16 December 2018 (MST)</small></small> ==<br />
<br />
That link is beautifully! Hope others agree with its addition to the sidebar.<br />
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== {{User:Geodude671/Signature}} . . <small><small>09:21, 16 December 2018 (MST)</small></small> ==<br />
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i agree<br />
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== {{User:ConcealedLight/Signature}} <small><small>10:13, 16 December 2018 (MST)</small></small> ==<br />
<br />
Looks good to me. Let's add it.<br />
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== {{User:Geodude671/Signature}} . . <small><small>10:28, 16 December 2018 (MST)</small></small> ==<br />
<br />
This looks like consensus to me, so I'm going to go ahead and do the thing.<br />
<br />
== [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) <small><small>12:02, 16 December 2018 (MST)</small></small> ==<br />
<br />
Awesome! Thanks<br />
<br />
== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>13:23, 19 February 2019 (MST)</small></small> ==<br />
<br />
<big><big>'''Announcing Featured Article Nominees in the #Announcements channel'''</big></big><br><br><br />
As someone continually wanting to drive traffic to these pages, are there objections to sharing a link to the FA page letting Discord users know these discussion are waiting for input. At the very least, posting there once a month-I'd prefer to ping @everyone when that happened. Extra posts would be to put out a new article has been nominated, but @everyone wouldn't be used for that, just the (proposed) monthly one. So yeah...thoughts?<br />
<br />
:That seems like a reasonable use for the #announcements channel as it doesn't get much use. Though I believe it should act as more of a feed when a new article is added and only pinging the relevant system as not all users will find updates for other systems they don't know interesting. Other then that I support the general idea. {{User:ConcealedLight/Signature}} 14:03, 19 February 2019 (MST)<br />
<br />
::No objections here. {{User:Geodude671/Signature}} . . 14:38, 19 February 2019 (MST)<br />
<br />
:::Good Idea to use relevant system pings CL. I’ll post in announcements soon and if someone thinks it’s not good I’ll adjust. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:02, 19 February 2019 (MST)<br />
<br />
::::Makes sense. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:20, 24 March 2019 (MDT)<br />
<br />
== {{User:Geodude671/Signature}} . . <small><small>12:35, 22 March 2019 (MDT)</small></small> ==<br />
<br />
===Political Discussion on the Server===<br />
{{user|RedHawk007}} brought up that political discussion is something that tends to spark arguments and flame wars, and he proposed implementing a "no politics" rule on that basis, and other users have expressed similar sentiments, which I can understand and appreciate after myself having gotten into a heated political debate a couple of days ago. We already have a rule that says "Be respectful of other users and their opinions" and "obey the wiki's [[Help:Behavioral Policy|Behavioral Policy]]", but this becomes a really easy rule to break with how divisive and black and white politics has become. What are people's thoughts on implementing this "no politics" rule, or if this becomes something that some people really want to discuss, adding a "politics quarantine" channel so that people that don't want to get involved never have to look at it? {{User:Geodude671/Signature}} . . 12:35, 22 March 2019 (MDT)<br />
:I'm personally ok with political discussion. But I've seen on the discord how people probably have muted the discord or never looked to it because of political discussions that dragged on and on. If it makes people ''that'' uncomfortable, then I'm also ok with "no politics".--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 12:44, 22 March 2019 (MDT)<br />
: A quarantine sounds like a good idea. Free speech and the exchange of ideas are important and i think the arguing won't end just because politics is forbidden to argue about. Everything can be political, after all, so it just becomes a veiled discussion about something else with politics at heart. Like arguing about if certain races are chaotic evil or not and talking about the ingame consequences of issues like this. "If Kobolds are evil by nature, i think genocide against them is justified." Better to have something that can contain the various discussions that can be safely ignored. --[[User:Kara|Kara]] ([[User talk:Kara|talk]]) 13:18, 22 March 2019 (MDT)<br />
<br />
:While I am fine with polite discussions, some users have shown that they simply cannot maintain a civil conversation. Chat Moderators should be within their right and not afraid to hand out warnings or mutes for conversations that threaten to get out of hand. Toxic behaviour has already driven several people out of the discord server and I'd hate to see more go because of a few bad apples. The server should first and foremost be about D&D - all other topics have second place and they shouldn't threaten the integrity of the wiki itself. I'm not a fan of 'quarantine' channels as "#adult topics" (I believe it was called that) simply did not work. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 15:55, 22 March 2019 (MDT)<br />
<br />
:This is going to sound shocking coming from me of all people, but I fully agree with the idea of forbidding any political discussion. Quarantine channels, in my opinion, don't work. As pointed out before, some of us can't discuss things with civility, and I honestly don't think a quarantine channel would really help that much in that regard. It would just keep all the incivility in one area, which would just cause it to inevitably spill out into the rest of the server. The last thing we need is this server suffering the same fate as the previous. To those who want to discuss politics and support the idea of a quarantine channel: That's what DMs are for (direct messages, that is. Not dungeon masters. *winkity wink*) --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 12:18, 23 March 2019 (MDT)<br />
<br />
::I'm frankly surprised this is even a controversy or a debate. I'm all for a "no politics" rule. If people want to whine and moan about IRL politics, then there are a million more relevant places on the internet to do it than, y'know, an apolitical hobby-related chat for discussing games. Or even better, they can get off the freaking computer for once in their lives and try talking to real people with real opinions instead of seeking validation from an online echo chamber. Just saying. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 12:47, 23 March 2019 (MDT)<br />
<br />
:::"try talking to real people with real opinions instead of seeking validation from an online echo chamber." *combination of my laughter from how you wrote that along with some MLG airhorns* --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:47, 24 March 2019 (MDT)<br />
<br />
: Okay so I was fine with banning political discussion at first but I've changed my mind. Better to create a quarantine channel for it. Because inevitably, ''something'' is going to come up where a user needs to voice their concerns, but can't because their concerns are "political." For instance, discussing whether or not hate speech should be banned on the discord server? That's a political discussion. So, no. There should be a ban on uncivil / bad faith discussion instead.[[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:31, 24 March 2019 (MDT)<br />
<br />
There's a problem with a ''blanket'' ban on political discourse, that I just realized now. The thing is, it's impossible for anything to be truly apolitical. And frankly, D&D as a hobby hasn't been apolitical for a long time. Would discussing the harsh reality of women being discriminated against in D&D meetups be considered apolitical? And wouldn't banning discussion on that, in turn, be a political statement? Now, I'm all for a ban on, say, whether or not human lives have inherent merit; frankly that shouldn't be a discussion anyways. I'm an ardent supporter of banning hate speech ''in general.'' I also feel that some people [https://www.youtube.com/watch?v=xMabpBvtXr4 make arguments in bad faith] and people can get suckered into participating in them at their own expense. But, there are going to be times when people will have ''legitimate concerns'' and banning them from raising those concerns on the basis that it's "too political" is, in itself, a political statement. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:50, 24 March 2019 (MDT)<br />
[[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:50, 24 March 2019 (MDT)<br />
<br />
:No, not everything is political unless you subscribe to some preposterous culturally marxist notion there is no place for a non political private space nor such a thing as a political non-combatant. I find it kind of strange and disturbing that people seem to try to push that mentality these days. <br />
<br />
:"Would discussing the harsh reality of women being discriminated against in D&D meetups be considered apolitical?" - That is a loaded statement with a debatable premise. And no, demanding political change - which is what you are implying you wish to do - is by definition not apolitical.<br />
<br />
:Now you've brought "hate speech" into the conversation. I am ardently opposed to banning hate speech, because the problem with banning so-called "hate speech" is that restricting the voices of a handful of people you disagree with is a very slippery slope that inevitably leads to abuse in the name of safety. In my experience, banning and punishing any form of speech is almost always used by dubiously motivated individuals to silence opinions that they subjectively deem "improper" which is not only immoral but a form of intellectual tyranny.<br />
<br />
:"I also feel that some people make arguments in bad faith and people can get suckered into participating in them at their own expense" - Yeah, because those people who take the bait are idiots. No-one is forced at gunpoint to engage into an open, public conversation. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 18:42, 24 March 2019 (MDT)<br />
<br />
:: So... wait, just to be clear... you're saying you want to ban political discourse, but not hate speech?? Also, calling those people who take the bait "idiots" is ignoring how insidious bad faith arguing can actually be. Again: see [https://www.youtube.com/watch?v=xMabpBvtXr4 The Card Says Moops]. '''Very''' relevant. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 21:34, 24 March 2019 (MDT)<br />
<br />
::: Yes, that is a correct interpretation of my stance. Hate is an emotion. The "Hate speech" buzzword can be invoked for anything tangientably related to an emotion. What is and is not a political statement, on the other hand, is objective. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 21:51, 24 March 2019 (MDT)<br />
<br />
:::: Well, if you've got a problem with the hate speech ban, go take it up with rule 1 on the D&D wiki discord server. Start a discussion, try and get it removed, whatever. I ''really'' don't think you'll get much support for that, though. I don't see why we should unban hate speech but not [[Discussion:Updating the Foul Language policy|cussing]]. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:15, 24 March 2019 (MDT)<br />
<br />
:::::I am against a banket ban on political themes, just since that will make a very many users have a directly bad experience with the server when they "accidentally" receive a warning.<br />
:::::I propose that we amend the admin roles on the server, to give the role the power to demand that a topic stops being posted when it's political (per the admin's choice). If the conversation continues, then of course we would use warnings. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:31, 24 March 2019 (MDT)<br />
:::::: I don't trust that discord admins would necessarily be able to be "partisan" here, deciding which topics do or do not fall under the blanket ban. Rather, a conversation that has the ''potential'' to be heated can be moved to a quarantine, and then only step in if the conversation ''does'' become heated. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:49, 24 March 2019 (MDT)<br />
<br />
::::::: I do trust discord admins to decide when a topic is getting out of hand. They were elected for a reason - to uphold the face of the wiki. Topics inciting hate have no place here and neither do heated discussions in which half of the participants act like children. The DanDwiki is not your personal platform for spreading your political agenda. The only 'Quarantine' that exists here is your DMs. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 00:47, 25 March 2019 (MDT)<br />
<br />
::::::: I think it's pretty easy to tell when a topic is "getting out of hand". It's not rocket science. Heck, and I'm saying that as someone who has probably made some of the most incendiary comments on the discord and caused some discussions to actually go into that "getting out of hand" territory. However, I'll bite - Maybe a "blanket ban" is a bit too much, but if I swear if I see another spat over alignment and racism again... --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:58, 25 March 2019 (MDT)<br />
<br />
:::::::: Okay so thing is, what you just brought up is EXACTLY the reason WHY a blanket ban won't work. To recap: <code>Off-topic comments removed.</code> So, a blanket ban on political discourse would essentially be saying "Hey, Vark, this concern you're having? That you feel something is (admittedly in this case, mildly) racist? You're not allowed to talk about it," which in turn ''is a political stance.'' It sets a scary precedent. What if something more overt happens in the future? Say someone creates a page that's blatantly racist (like, say, a race that strongly resembles a caricature of a real-world race) to some, but maybe just enough people (which may include the creator) don't immediately realize it's racist and it slips under the radar. Would they not be allowed to raise their concerns over it? Personally, I believe they should, as long as the argument remains civil. Atmittedly, my memories of the argument are Kinda Fuzzy by now, but during that argument I repeatedly tried to find a good compromise. I also tried to understand why my opponents were opposed to my concerns, and was upset because I had multiple concerns and I felt they were being ignored. I was also upset because a lot of people were making fun of me for my concerns, and the whole argument was being treated like a sideshow. In the end, I did appeal to their reasons ("because D&D lore") by using the exact terminology from the D&D race descriptions of alignment, where the strongest wording used is "tends towards X," which means I got exactly what I want, and in a way that I guess was fine with everyone else. A compromise, but ''even better,'' really, since Everyone Wins, No Concessions Needed. That would not have happened if I was not allowed to raise my concerns. The race would still use wording I disliked, and I would be unable to do anything about it. It's impossible to make this space apolitical because right wing and left wing ideology influences A LOT of what we say, do, and believe. If you put right wing and left wing people in a room together, those ideologies are going to clash, even if the topic of politics isn't ''explicitly'' brought up. So, if you want an echo chamber / safe space where you can avoid left wing ideology, you'd have to go to a community completely devoid of left wing folks. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 07:56, 26 March 2019 (MDT)<br />
<br />
:::::::::Your entire argument became a moot point as soon as you mentioned 'civil discussion'. You are the first person to come to mind when I think of "People who cannot keep a discussion civil". The fact that you are writing out the entire Marilith discussion again in an attempt to push your original points in said discussion speaks for itself. This is not a platform to push your agenda, this is a discussion about politics and D&D. If people can hold a civil discussion about politics, that would be cool. The sad truth, however, is that some users (including yourself) cannot remain civil in a discussion, turning the whole thing into a 'sideshow' as you call it. That's the last I'm willing to say about it as there is no reasoning with you. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 08:52, 26 March 2019 (MDT) <br />
<br />
:::::::::: I just went back and reread the whole "hate speech" debate. Which wasn't even a debate I wanted to ''participate'' in. It's true, the part where I dismissed MSO's argument by posting a screenshot of how I had him blocked WAS pretty rude of me. I apologize for that. But, like, that argument WAS getting heated ON both sides, and it SHOULD have stopped a while ago. But in terms of actual ''attacks?'' that was on you guys. I never attacked you, or Redhawk. The worst insult I gave either of you was when I said "yea you're right, debating with someone whose views aren't gonna change is a pretty silly waste of time" which was as much an attack on myself as it was on you. Beyond that, I never called you toxic, or immature, nor accused either of you of being able to converse like a normal human being. The FACT that protecting hate speech apparently even WAS a topic of discussion led to a user feeling uncomfortable and leaving the discord, because as it turns out, extreme right wing ideology tends to make people feel unsafe. As such, I do feel there should be a quarantine so people who don't want to participate can mute the channel, and moderators should step in when discussion gets heated. Maybe we can figure out what specific topics are so incendiary that they shouldn't even begin? As a potential starting point for any such list I'd agree to not to bring up punching nazis, egging islamaphobes, or eating the rich if we as a community can also agree to not to defend viewpoints that fall under the "content of a racist/sexist/homophobic/transphobic nature" part of rule #1 of the discord, which would include "protecting hate speech." Anyways, since that's the last you're willing to say on the topic, I'm fine with accepting my culpability in the heatedness of that particular discussion. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 11:39, 26 March 2019 (MDT)<br />
<br />
:::::::::::I really have no idea what type of consensus is being discussed. It seems like some users have an agenda which we are not discussing. This discussion is about how we want to, if and when, offer a policy to censor posts on discord. The proposal which most users find appealing is to allow admins to require a topic to stop being discussed, as a means to defer from political heat. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:03, 26 March 2019 (MDT)<br />
<br />
::::::::::::"The proposal which most users find appealing is to allow admins to require a topic to stop being discussed, as a means to defer from political heat." This is the proposal I wholly stand behind. Maybe we can start a fresh discussion by putting the indentation back to one with that proposal? -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 13:23, 26 March 2019 (MDT) <br />
<br />
: "...women being discriminated against in D&D meetups..." [https://www.youtube.com/watch?v=rmFGVbJQIy0 As the ancient Hawaiians used to say...] --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 23:51, 24 March 2019 (MDT)<br />
:: Just because you've never seen it (or chosen to ignore it) doesn't mean it doesn't happen. all. the. time. [https://www.google.com/search?q=women%27s+experiences+with+D%26D+site:www.reddit.com&safe=active&client=firefox-b-d&sa=X&ved=2ahUKEwjbrZ2d0JzhAhVCpIMKHUaiDo0QrQIoBDAAegQIBxAL&biw=1760&bih=886 A quick google search turns up thread after thread of women talking about their experiences with sexism over the past decade]. So there's your citation. Sure, it's not a universal experience, but it's an all-too common one. That's not the topic of discussion right now, though. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 00:10, 25 March 2019 (MDT)<br />
<br />
:::"That's not the topic of discussion right now, though" Then why respond in the first place? --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:47, 25 March 2019 (MDT)<br />
<br />
::::Please, neither of you continue this conversation thread. This is a discussion about whether users should be trusted to remain civil with one another when discussing political topics, not about discrimination of any sort in the TTRPG community. Any further comments off of topic will be reverted and warning or blocking will be considered. Please, stay on topic and help the community reach a consensus. {{User:Geodude671/Signature}} . . 01:02, 25 March 2019 (MDT)<br />
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:::::I understand. My apologizes. --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 02:43, 25 March 2019 (MDT)<br />
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::::::I agree with {{user|Green Dragon}}'s words on this. My thoughts and feelings but in much less words. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 08:47, 25 March 2019 (MDT)<br />
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== Discord Moderators ==<br />
<br />
<big><big>'''Discord Moderators'''</big></big><br><br />
Sort of in line with {{user|Geodude671}} post above, moderators. Admins are automatically bestowed with moderator rights. Mods would help make sure respect is given to users. Geodude is the most available admin/mod on the Discord, followed by CL then myself. Even with some of our availability we really only answer SRD/balance questions. I think using the Wiki to have a Request for Moderator (or whatever is deemed) would be helpful. Users like {{user|ConcealedWife}} are already trying to do these things on Discord, and perhaps being a mod would bestow help to those trying to keep the peace.<br />
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:I've actually been toying with this idea for some time now. While I'm in no way experienced enough (nor do I currently aspire) to be an admin, I would be interested in becoming a discord chat moderator. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 16:11, 22 March 2019 (MDT)<br />
:I think this would be very beneficial, though we'd need to work out specifics. I personally think {{user|ConcealedWife}} and {{user|Yanied}} would be good candidates for the first non-admin moderators. <br />
:Should Discord moderators also get mod privileges in the tavern chat? It's probably not necessary with how low activity in the tavern is, but it could be nice to have. {{User:Geodude671/Signature}} . . 12:47, 23 March 2019 (MDT)<br />
::I don't see why not. I can see how that would be helpful. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 12:49, 23 March 2019 (MDT)<br />
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:::I agree that this makes sense. To grant users these rights we will need a similar process to an [[RfA]]. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:34, 24 March 2019 (MDT)<br />
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::::Chanting: "rFm! rFm!". All jokes aside though, I wouldn't mind being the first to go through this process once we reach consensus. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 07:21, 25 March 2019 (MDT)<br />
:::::I can get behind this protocol. But the specifics will need to be fleshed out before anyone gets too excited. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 20:15, 25 March 2019 (MDT)<br />
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::::::went bold and created [[D&D Wiki:Request for Moderation]]. Hopefully the discussion page can be a good place to discuss criteria and considerations for this process. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 09:00, 27 March 2019 (MDT)<br />
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Just to sorta start the ball, I would suggest that a mod be able to mute users and change roles. Kicking and warning users, and creating/deleting channels might be better reserved for admins. When I picture a mod, I imagine someone to quell disagreements and intermediate. And I don't mean to imply that admins are better people or have better judgement than what a mod would. Just the idea of mod from my experience has monitored chat. I am sure other servers mods can do more, which feel free to discuss. I am just pushing the ball. wooooooooooooo! ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 10:18, 12 April 2019 (MDT)<br />
:Further pushing that ball after it's been still for a bit, I feel a chat mod should do just what is relevant to chat. So I don't find the monitoring of roles a necessary role for them, just the ability to mute users or maybe issue limited warnings (though it is understandable if that is not possible).--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 16:32, 5 June 2019 (MDT)<br />
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I am against this on a number of grounds:<br><br />
1) Especially with me now in the Discord (P.S. GD I need admin role there whenever it's convenient for you), there are plenty of admins in the server. Me, CL, Geodude and BSFM are all active daily.<br><br />
2) Giving special roles to users was one of the things that cause strife in the other server. Giving special privileges? I think that sends the wrong message.<br><br />
3) Just to compound the two above, there is no ''need'' to give special moderator privileges to users just for the sake of it.<br><br />
4) Frankly, CW's involvement in this sends the wrong message IMO. I quite honestly worry about the implications of her and CL both having moderation privileges, given their past history. But I will concede part of this might be latent distrust over my history with CW. If anyone believes that is the case, ignore this point.<br><br />
5) I also worry about the precedent this sets, considering that the Discord server's "constitution" limits the servers' autonomy and ability to set its own policies. In my opinion, this would be a gross overstep of the server's bounds. Though the ramifications would theoretically be contained to Discord, history has shown that too much power in Discord has the side-effect of harming D&D Wiki. We've all witnessed this, unfortunately :( --[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:41, 5 June 2019 (MDT)<br />
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:I agree that there are indeed plenty of admins in the server already.<br />
:I'll take this opportunity to say that, based on continued patterns of "lashing out" over Discord (both the current server and its precedent), I believe GamerAim should not be made an admin on the D&D Wiki discord server even if he retains admin status and good graces on the wiki proper. To be entirely candid, there is no one I would trust less with the privilege. - [[User talk:Guy|Guy]] 18:06, 5 June 2019 (MDT)<br />
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::Guy is, of course, entitled to his opinion, but there has been no "lashing out," unless Guy means a single heated discussion we had over a miscommunication. There has otherwise been no real incidents of note before or since. In fact, I was quite open with the server in confronting the elephant in the room and we all agreed to move forward in pursuit of a trusting relationship. I understand that Guy and I have a history of distrust, but as I said on Discord, I look forward to rebuilding our trust in each other. Naturally, I will otherwise avoid debating this particular topic (my adminship) unless requested, so as to avoid a conflict of interest. I know that we all have baggage, and I hope that this move will show that I am willing to turn over a new leaf and engage with my honored privileges as a trusted instrument of the community I love.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:50, 5 June 2019 (MDT)<br />
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:::I cannot help but say Guy's concern is valid but this is a conversation about moderation so please keep on topic. GA please make your request for administrative privileges through another topic or more preferably directly to GD. In the interest of continuing the conversation on moderation, you do not have to respond to this message. {{User:ConcealedLight/Signature}} 04:16, 6 June 2019 (MDT)<br />
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:While there are normally several admins active at once and can deal with issues that arise, I will highlight the difference in timezones that I experience being in Europe as oppose to the United States. I often find that I'm on the only admin available until the day rolls on quite a bit and then administrators in the US of which the majority are, come online. Thus, in the event I am not available I believe it is reasonable to take on a chat moderator in order to increase the coverage and availability of the team. At the same time, I don't feel it would be fair to take on just one person in a test capacity and so I'll recommend that we take on two chat moderators, ideally one of them being in the European/Asian time zone range. This can be done initially in a test capacity and we can review their performance/ effectiveness after a month or two. In terms of what privileges they should have, I believe role management in order to verify users but also apply the Muted role to prevent spamming as well as naming management in order to enforce the wiki name usage. While I can see a case being made for kick/ban privileges the Muted role (which prevents users from interacting with the server and its channels) serves to put a bandaid on any issue for administrative review later and prevents a rogue moderator from doing something malicious like kicking/banning all other users. How does this sound? {{User:ConcealedLight/Signature}} 04:16, 6 June 2019 (MDT)<br />
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::I agree with you as well as Yanied's comment above. The ability to hand out (limited) warnings as well as a mute should be enough to keep the chat clean until an administrator shows up. I also agree that more than one moderator should be put into place for a test. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 04:51, 6 June 2019 (MDT)<br />
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::There is still the matter of our user base being majority American and also well-behaved. I've not been active until recently, so I will refer to an admin I can trust there - like BSFM or Geodude - as to whether there have been many incidents while they were away. I think it's important to hear about the actual need for chat mods, first and foremost.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 04:49, 6 June 2019 (MDT)<br />
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:::The Discord simply needs a little help assigning roles, and a back up in case of spam. That’s why I don’t think mods being able to warn is necessary, and would hope that would ease some of Guy’s concerns. Quincy, Geodude, CL, Myself, And GamerAim I think do a good job but as people with RLs, some mods to assist in times we may be DMing, with Family, or saving the world, a mod to handle mutes and roles would be :Fire: <br />
:::And again, I don’t think that admins are any better of people that makes them allowed to warn but it provides to overlap and consistency between Wiki and Discord. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:48, 6 June 2019 (MDT)<br />
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::::You make a good point about verifying users. While I still don't believe it to be a huge issue, I would not have an issue with chat "moderators" that served this capacity if you believe it to be important, though I do believe that warnings and muting should be reserved for administrators, as it would be on D&D Wiki.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 12:23, 6 June 2019 (MDT)<br />
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:::::do people still *bump*? Quite a bit was mentioned since April 2019. Are there any more thoughts? Hoping {{user|Green Dragon}} gets an opportunity to see this and respond at their convenience. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 10:44, 19 June 2019 (MDT)<br />
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::::::I still do occassionally. It would be good to get GD input on this as I believe there is a general consensus for it. {{User:ConcealedLight/Signature}} 04:33, 20 June 2019 (MDT)<br />
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:::::::I responded on [[D&D Wiki talk:Request for Moderation]], and before it's fleshed out it's hard to speculate about what does and doesn't work. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 12:28, 20 June 2019 (MDT)<br />
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::::::::Can you define "fleshed out" because I am really confused. On the request for mod page you said to discuss the role and its permissions here on Discord Policy which occurred. There are about half a dozen users part of multiple discord servers that have offered an opinion here.<br />
::::::::Is there anything you are looking for specifically about a moderator? Is there anything you have concerns about regarding the role? <br />
::::::::Sorry, but this just doesn't help the conversation. :-/ ~ [[User:BigShotFancyMan|BigShotFancyMan]] 12:41, 20 June 2019 (MDT)<br />
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:::::::::I mean that on the moderator nomination page all the points that have been discussed here need to be visible. Users need to know what the moderator is, as discussed on this page, before they can vote on the role. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:20, 20 June 2019 (MDT)<br />
:::::::::I would expect this role to at least state that's it granted alongside adminship, but it can be revocated without the adminship being done. I would also expect this role to list that they have the "admin role" on discord, and all the rights that brings. In addition moderators who are active at certain times should be listed in the nominations. There are probably more things that need to be added. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:08, 26 June 2019 (MDT)<br />
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::::::::::As I mentioned on Discord, chat mods would not get the admin permission there, as there is a dedicated Chat Moderator role. {{User:Geodude671/Signature}} . . 13:13, 26 June 2019 (MDT)<br />
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{{dir}}<br />
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To get us all aligned, these are the current permissions of a discord moderator and the justification/ thought behind each of them. The only permission a chat moderator has on the discord that other users do not is the ability to manage roles lower than there own and delete messages in discussion channels. This allows them to:<br />
* Mangage Roles. Create, remove, edit and manage roles lower than there own.<br />
** This is so moderators can apply the Muted role to users that continuously behave poorly and works like the wiki's block function in that it doesn't remove the users' account but stops them from interacting with the wiki or in this case the discord.<br />
** This also allows them to apply game system specific roles to users like 5e and pathfinder or verify users removing there Anon role and replacing it with the user role.<br />
* Manage Messages. Delete and pin the messages of other users.<br />
**Sometimes users will make comments that are far from appropriate and need to be removed. The message is still available for viewing in the history channel where admins can keep a record of it for review.<br />
**There isn't much reason to give them the ability to pin messages to a channel but this is bundled in with the above.<br />
The limits of this power prevent them from:<br />
* Creating, removing, editing and granting roles of higher standing than there own such as Administration, Channel Management, Server Management.<br />
* Deleting messages from the history channel so they are not able to obscure there own infractions should such a case come up.<br />
Hope that clears things up a bit and gets everyone on the same page. {{User:ConcealedLight/Signature}} 22:46, 27 June 2019 (MDT)<br />
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:In addition to the above permissions, chat moderators also have permission to use the ?mute command to stop a user from talking for a specified period of time.<br />
:When I originally created the chat moderator role on Discord, in addition to the permissions above, chat moderators also had the power to kick and ban users from the Discord. Users with the chat moderator permission on this site have the power to block users from the tavern chatroom only, so I felt that was a logical extension of that power, but I'd like to get others' feedback on this. They do not currently have this power, for the record.<br />
:Should admins have permission to preside over requests for moderation, similar to bureaucrats' power to preside over requests for adminship? They have the technical power to grant chat mod permissions to others both on the wiki and discord, and them having permission to do so would prevent the process from being too dependent on one person and creating a bottleneck. {{User:Geodude671/Signature}} . . 13:27, 30 June 2019 (MDT)<br />
::If the moderators could just mute, I think it fulfills roughly what they are supposed to do? I think they can maybe report or request onto admins for the whole boot and ban instead.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 20:23, 30 June 2019 (MDT)<br />
:::I'm of the opinion that chat moderators shouldn't have the permission to kick/ban users and those requests should be passed on to administrators. I believe the point about administrators not requiring a bureaucrat to oversee the position is also valid given the limited scope of the role. {{User:ConcealedLight/Signature}} 23:36, 30 June 2019 (MDT)<br />
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::::A chat moderator's roles are sufficient, they just need to be listed on [[D&D Wiki:Request for Moderation]]. So far everyone seems to agree.<br />
::::I disagree that admins should be able to close a nomination, since there are many disputes between users and having a bureaucrat make the final decision would lessen any potential conflicts. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:47, 1 July 2019 (MDT)<br />
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:::::Thank you Geo and CL for adding the chat moderator roles to the D&D Wiki: Request for Mod page, amongst numerous other edits and input. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 13:08, 3 July 2019 (MDT)<br />
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::::::I’m good with GD being the only bureaucrat. Their reasoning isn’t bad either. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 15:20, 9 July 2019 (MDT)<br />
:::::::I think having a final decider is good. That's what the final decision on an RfM right?--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:32, 9 July 2019 (MDT)<br />
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::::::::We've already got a final decider but what was/is proposed is allowing admins to be final deciders too. I do understand Geo's points about it, I just think that leaving that reserved for bureaucrats only is good for the time being. If issues were to arise then I think it could be a topic to revisit. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:38, 10 July 2019 (MDT)<br />
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::::::::I agree with this. While an admin holds more power in terms of what tools they can use, it would be best not to have administrators 'moderate' (To be able to shut down) an RfM. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 10:55, 10 July 2019 (MDT)<br />
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::::::::::Great, I find that this policy has reached the point where we can start using it. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:14, 10 July 2019 (MDT)<br />
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==Name Verification==<br />
I'm in as '''Mononymous <nocode>#</nocode>7183'''. {{User:Hooper/autosig2}} 23:55, 13 July 2019 (MDT)<br />
:There’s actually a separate discussion page where you’re supposed to post that, but I’ve verified you regardless. {{User:Geodude671/Signature}} . . 00:32, 14 July 2019 (MDT)<br />
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== Section for Admins ==<br />
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I was asked again today via DMs on Discord who admins are. Someone asked in casual or 5e channel last week, and I think it happened another time within the last month. Can we discuss adding a section, like almost every other Discord server, to show wiki admins? I understand having one list of users on Discord, because we are all users. Admins do have a separate page where they are listed though. You have to navigate to find it. If someone has an idea to make finding admins easier then I'll consider retracting this but I think the wiki discord server is very active, attracting new people weekly, and is being used to find help quickly. Listing admins there would assist users easily. cheers! {{User:BigShotFancyMan/autosig}} 07:53, 22 July 2019 (MDT)<br />
:We could give admins a different color, give them a separate section displayed on the right or both. I'm fine with either approach. {{User:ConcealedLight/Signature}} 11:20, 22 July 2019 (MDT)<br />
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::Whichever way, it's fine for me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:50, 22 July 2019 (MDT)<br />
:::Sections + color scheme sounds good. That's how I've seen other servers do it.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:13, 22 July 2019 (MDT)<br />
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::::For this change to be made GD will have to go into D&D Wiki>Server Settings>Roles>Admin and turn the "Display role members separately from online members" to green. {{User:ConcealedLight/Signature}} 22:27, 22 July 2019 (MDT)<br />
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::::Some users have expressed some difficulty with seeing the new color, I myself find it hard on the eyes. Could it be shifted to a brighter shade of red? Thank you. {{User:ConcealedLight/Signature}} 23:16, 23 July 2019 (MDT)<br />
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:::::Thanks for getting around to this GD and I agree, and would add any dark color is probably difficult to see. {{User:BigShotFancyMan/autosig}} 06:48, 24 July 2019 (MDT)<br />
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== {{User:Geodude671/Signature}} . . <small><small>15:45, 23 July 2019 (MDT)</small></small> ==<br />
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hey we should have a memes channel<br />
:Personally I don't care too much for it. But if people show the support, then by all means.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:16, 23 July 2019 (MDT)<br />
::Why do we need a meme channel and what purpose would it serve? {{User:ConcealedLight/Signature}} 23:16, 23 July 2019 (MDT)<br />
:::'''Support.''' It would let people post or spam memes without flooding or bothering #casual, as not everyone enjoys memes.<br />
:::Why was the channel locked? Why would anyone legitimately have a problem with something as innocent as a meme channel in a Discord server? - [[User talk:Guy|Guy]] 03:52, 24 July 2019 (MDT)<br />
::::It was locked since changes on discord need to be discussed on D&D Wiki. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:24, 24 July 2019 (MDT)<br />
::::'''Support'''. While hesitant I think that during its short presence users exercised decent use of the channel. Guy's comment about a separate area to not bother people is a good point that I agree with too.<br />
::::Meme channels can have the chance to be filled with offensive material. That would be my guess why people wouldn't want it. It was mentioned that the memes need to be tasteful, and still uphold D&D Wiki's ethics, morals, values, etc. {{User:BigShotFancyMan/autosig}} 06:46, 24 July 2019 (MDT)<br />
:::::As long as the memes follow the policies, I don't have anything wrong with this channel. I think we need to see some support from the non-admin base for it though, just to make sure that we're not shoehorning everyone into a structure which no one but admins want seperated. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:24, 24 July 2019 (MDT)<br />
::::'''Support.''' Look, having a meme channel is a win-win. If you like memes, you can post all the memes you want, and they wouldn't suffer any risk of being taken down as they might be in the #casual channel for "inane silliness". If you don't like memes, you won't have to see any more memes on the #casual channel or anywhere else. If you have no opinions on memes, then you should support this or at least not vote so that everyone else is happy. If you vote against the meme channel, then you're making everyone unhappy because of the aforementioned reasons. I rest my case. --[[User:Calibri|Calibri]] ([[User talk:Calibri|talk]]) 21:31, 24 July 2019 (MDT)<br />
::::'''Support.''' Literally just for the same reasons as everyone else here who supports. Doesn't bother those in the casual channel, allows random spamming of crazy arbitrary memes (the casual channel literally says ''"Casual" does not mean random drivel, nonsense, or inane silliness.''), and people can still make the choice whether they want to be bothered to look at the memes, or just stay in the casual channel, with just casual talk. Eh, just repeating stuff now. But yeah. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 00:11, 25 July 2019 (MDT)<br />
::::'''Support.''' As GD says as long as they follow policy I see it as beneficial. I propose we give this discussion until the end of the week so others have the chance to give their opinions before the channel is unlocked or deleted. {{User:ConcealedLight/Signature}} 10:29, 25 July 2019 (MDT)<br />
::::'''Support.''' See above. Anyone who does not like the meme channel can mute and hide it. &mdash;[[User:Papa slow-ying|Papa slow-ying]] ([[User talk:Papa slow-ying|talk]]) 14:19, 25 July 2019 (MDT)<br />
:::::It’s pretty clear what the consensus is, so I’m re-opening the meme channel based on the discussion above. {{User:Geodude671/Signature}} . . 13:56, 27 July 2019 (MDT)<br />
==Art Channel==<br />
Hey, just out of curiosity, should we add an Art Channel? This would make it so those that post their art can actually have their art be appreciated by more users. As opposed to it getting bogged down in Casual chat. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:10, 10 February 2020 (MST)<br />
:'''Support.''' As an artist helper, I'd find it therapeutic to be able to just post whatever DnD art I crank out where it's appropriate.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:15, 10 February 2020 (MST)<br />
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*'''Support.''' space to share art separate from chat. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:23, 10 February 2020 (MST)<br />
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*'''Support.''' As someone who uses "theater of the mind" in my games, it can be quite useful to see someone make something cool, and be able to use it as a reference when describing a heroic NPC struggling to fight against a ferocious monster and needs the party's help in doing so. But at the same time we need to ensure that the art posted follows the D&D Wiki guidelines; don't want another "Flavio dessert" incident. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:30, 10 February 2020 (MST)<br />
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::Discord wiki being an extension adapts wiki proper guidelines and anything untasteful will be met with warning policy. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:36, 10 February 2020 (MST)<br />
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:: Yes, I am in favor of this. It's not like it costs anything, Glass is right that the memes and casual channel can get cluttered, and it definitely doesn't distract from the whole 'D&D thing' we've got going on even if people post unrelated art, case in point the Star Wars/movie spoilers channel. [[User:PickleJarPete|PickleJarPete]] ([[User talk:PickleJarPete|talk]]) 21:55, 10 February 2020 (MST)<br />
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::: Speaking of which, we should probably look into renaming that. All in favor of "movie spoilers channel"? [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 17:56, 11 February 2020 (MST)<br />
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*'''Support.''' Seems fairly harmless. [[User:Quincy|The world needs bullies. Remember to thank a bully today!]] ([[User talk:Quincy|talk]]) 22:03, 10 February 2020 (MST)<br />
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*'''Support.''' Yes, this would be useful. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 03:28, 12 February 2020 (MST)<br />
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::Based on the above consensus, I've gone ahead and created #art with the same permissions as the #memes channel. {{User:Geodude671/Signature}} . . 09:29, 12 February 2020 (MST)<br />
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== Movie Spoiler Channel Name ==<br />
<br />
It has been discussed, mentioned, petitioned, etc and I'd like to get something that won't drift away in floating text down. I 100% understand making the channel a movie spoiler channel, but am against it because movie talks overlap and not everyone sees every movie when they come out. Instead, I'd rather allow mods/admins to create movie specific channels as needed, and delete them using their best judgement (i.e., no discussion for a certain movie after a couple of weeks, to clarify not a couple weeks after movie is out but just a 2-3 weeks of no one discussing the movie.)<br><br />
This is similar to how its already been except with additional channels possibly. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 12:44, 12 February 2020 (MST)<br />
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Okay, I can respect that, Leo. I was just wondering if we can at least get rid of the dead space that the Star Wars spoiler channel was taking up. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 16:43, 12 February 2020 (MST)<br />
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:I think so. And if we need a spoilers channel it can be created. I am not sure of a downside to creating and deleting spoiler channels. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:46, 13 February 2020 (MST)<br />
::It's only a downside if we forget to delete it or accidentally do so, I think. Unless someone honestly wants to archive whatever is on the channel. I'm for getting rid of that dead space.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 08:29, 13 February 2020 (MST)<br />
<br />
== Addendum to General Rule 3 ==<br />
<br />
The current text for General Rule 3 of the Discord server is as follows:<br />
<br />
3) No "not safe for work" (NSFW) content. This includes usernames, avatars, and "now playing" messages. Cropped images of NSFW content are still considered NSFW. Basically, if you wouldn't share it with your grandmother or your boss, don't share it here. "Not safe for life" (NSFL) content also falls under this rule.<br />
3a) Swearing falls under this rule; abbreviating swears or "bleeping out" with asterisks etc still counts.<br />
3b) You ARE allowed to circumvent the filter for the purposes of avoiding the "Scunthorpe problem."<br />
<br />
Although this rule seems fairly cut and dry, there are certain kinds of socially unacceptable behavior that are only implicitly forbidden by this rule, rather than explicitly forbidden, and this has caused a lot of discomfort and hurt feelings. In order to (1) prevent this from being a recurring issue, (2) clarify what has often been treated inconsistently as an "edge case" and (3) allow administrators and chat moderators more cause for action in tackling disgraceful behavior, I would like to propose that the following addendum be added to GR3:<br />
* 3c) Please keep your sexual desires, thoughts, wishes, exploits, preferences, etc. to yourself. The D&D Wiki community is not the place to talk about such things, and these topics can easily offend a lot of people.<br />
* 3d) If someone shares something inappropriate, please don't encourage them.<br />
[[User:Quincy|Natsumi super fan]] ([[User talk:Quincy|talk]]) 21:11, 22 February 2020 (MST)<br />
:i agree. {{User:Geodude671/Signature}} . . 21:18, 22 February 2020 (MST)<br />
<br />
* '''Support'''. As sad as I am to even have this discussion, I believe this does need to be clear in order to clean up the chat. The rules currently could be argued, and even though some users and admins would support warnings,better language would help alleviate some issues. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:22, 22 February 2020 (MST)<br />
<br />
* '''Neutral'''. I'm all for addendum 3d, I feel as though 3c should be reworded. Mainly, I can imagine someone going through a tough time in a relationship or something, and they'd be looking for actual guidance. If we left it the way it's currently worded now, they'd get the boot instead. Maybe edit it so "relations" are acceptable, but not "conduct of a sexual nature". Then I'll change my vote to a solid Support. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:49, 22 February 2020 (MST)<br />
::You know what, that's a perfectly fair point. How does this revision sound? "Please keep your sexual desires, thoughts, wishes, exploits, preferences, etc. to yourself. The D&D Wiki community is not the place to talk about such things, and these topics can easily offend a lot of people. However, talking about relations of a personal or strictly romantic nature is OK, as long as you keep it PG." [[User:Quincy|Natsumi super fan]] ([[User talk:Quincy|talk]]) 22:03, 22 February 2020 (MST)<br />
:::Yes, my thoughts exactly. Thanks for that. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 07:10, 23 February 2020 (MST)<br />
:: I believe that 3c should be further amended, the reference to someone's "sexual preference" could be interpreted to mean that we are also disallowing people to express their general sexual orientation, is that something we really want to ban? I would suggest some sort of revision to "explicit sexual preferences" and some sort of addendum that states something along the lines of "expression of general personal sexual orientation is acceptable".[[User:Industrialz|Industrialz]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Sovanna%27s_Animate_Tiny_Dead_(5e_Spell)&diff=1256225Sovanna's Animate Tiny Dead (5e Spell)2020-01-05T16:20:14Z<p>Chilroy: added flavor to beast's idle behavior</p>
<hr />
<div>{{5e Spell<br />
|name=Sovanna's Animate Tiny Dead<br />
|school=Necromancy<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 minute<br />
|range=10 feet<br />
|comp=V, S, M (A drop of blood, a skull of a raven, and a pinch of clay)<br />
|dur=Instantaneous<br />
|summary= Raise tiny undead beasts to be your thralls or companions to accompany or fight for you.<br />
}}<br />
<br />
This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition. <br />
<br />
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn. <br />
<br />
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures or mimic what it did in life as a beast. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.<br />
<br />
<vote type=1/><br />
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{{5e Cleric Spells Breadcrumb}}<br/><!--if this cannot be cast by Cleric, delete this entire line--><br />
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[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Sovanna%27s_Animate_Tiny_Dead_(5e_Spell)&diff=1256223Sovanna's Animate Tiny Dead (5e Spell)2020-01-05T16:18:51Z<p>Chilroy: Removed vestigial text</p>
<hr />
<div>{{5e Spell<br />
|name=Sovanna's Animate Tiny Dead<br />
|school=Necromancy<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 minute<br />
|range=10 feet<br />
|comp=V, S, M (A drop of blood, a skull of a raven, and a pinch of clay)<br />
|dur=Instantaneous<br />
|summary= Raise tiny undead beasts to be your thralls or companions to accompany or fight for you.<br />
}}<br />
<br />
This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition. <br />
<br />
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn. <br />
<br />
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.<br />
<br />
<vote type=1/><br />
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{{5e Cleric Spells Breadcrumb}}<br/><!--if this cannot be cast by Cleric, delete this entire line--><br />
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{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Sovanna%27s_Animate_Tiny_Dead_(5e_Spell)&diff=1256222Sovanna's Animate Tiny Dead (5e Spell)2020-01-05T16:18:13Z<p>Chilroy: removed incomplete stub</p>
<hr />
<div>{{5e Spell<br />
|name=Sovanna's Animate Tiny Dead<br />
|school=Necromancy<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 minute<br />
|range=10 feet<br />
|comp=V, S, M (A drop of blood, a skull of a raven, and a pinch of clay)<br />
|dur=Instantaneous<br />
|summary= Raise tiny undead beasts to be your thralls or companions to accompany or fight for you.<br />
}}<br />
<br />
This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition. <br />
<br />
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn. <br />
<br />
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Cleric Spells Breadcrumb}}<br/><!--if this cannot be cast by Cleric, delete this entire line--><br />
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[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:<!--class name--> <!--level-->]]<!--repeat for every class which can cast this spell--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Sovanna%27s_Animate_Tiny_Dead_(5e_Spell)&diff=1256221Sovanna's Animate Tiny Dead (5e Spell)2020-01-05T16:17:05Z<p>Chilroy: Created page with "{{stub|Incomplete}}{{5e Spell |name=Sovanna's Animate Tiny Dead |school=Necromancy |ritual=<!--"yes" or leave blank--> |lvl=2nd |casttime=1 minute |range=10 feet |comp=V, S, M..."</p>
<hr />
<div>{{stub|Incomplete}}{{5e Spell<br />
|name=Sovanna's Animate Tiny Dead<br />
|school=Necromancy<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 minute<br />
|range=10 feet<br />
|comp=V, S, M (A drop of blood, a skull of a raven, and a pinch of clay)<br />
|dur=Instantaneous<br />
|summary= Raise tiny undead beasts to be your thralls or companions to accompany or fight for you.<br />
}}<br />
<br />
This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition. <br />
<br />
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn. <br />
<br />
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.<br />
<br />
<vote type=1/><br />
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[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:<!--class name--> <!--level-->]]<!--repeat for every class which can cast this spell--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Tressym_(5e_Creature)&diff=1256116Tressym (5e Creature)2020-01-05T01:32:57Z<p>Chilroy: Changed size to be the same as a cat and other beast of that nature. Formatted hit points to be lower and similar to beasts of the same size. Removed 'Tressym' as a language.</p>
<hr />
<div>==Tressym==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=beast<br />
|alignment=chaotic neutral<br />
|ac=12<br />
|hp=5 (2d4 + 1)<br />
|hpdice=2d6<br />
|speed=40 ft., climb 30 ft., fly 40 ft.<br />
|str=3<br />
|dex=15<br />
|con=10<br />
|int=11<br />
|wis=12<br />
|cha=12<br />
|saves=<br />
|skills={{5s|Perception}} +5, {{5s|Stealth}} +4<br />
|di=poison<br />
|ci={{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 15<br />
|languages=understands Common but can't speak<br />
|cr=0<br />
|xp=10<br />
|features=<br />
'''''Detect Invisibility.''''' Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.<br />
<br />
'''''Keen Smell.''''' The tressym has {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Poison Sense.''''' A tressym can detect whether a substance is poisonous by taste, touch, or smell.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Claws.''' Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage.<br />
<br />
|description={{5e Image|center|https://img.fireden.net/tg/image/1470/17/1470172042701.jpg|[https://www.pixiv.net/en/artworks/59204 Source]}}<br />
<br />
A tressym resembles a small cat, roughly the size of a common housecat, and growing up 2 feet (61 centimeters) long from nose to tail. their primary feature is their wings. Extending from their well-muscled shoulders, these wings are formed like a bat's, being divided into arc-segments by hollow elongated "finger" bones. However, the leathery membranes between these bones are covered in feathers. These wings have a maximum wingspan of 3 feet (0.9 meters).<br/><br />
Like ordinary cats, tressym stalk and pounce on their prey, using their claws and fangs to slay it. However, the ability to fly gives them a new dimension to hunt in and makes them much more dangerous to birds and insects. They can also get into aerial catfights.<br/><br />
Otherwise, they avoid fighting with anything larger than themselves, by flying away and hiding. If pursued by larger flying creatures, they will go to ground and seek a small hole or crevice to conceal themselves in.<br/><br />
Nevertheless, they are cunning and quick learners, knowing enough to scratch a foe's eyes and have learned the danger of weapons and wands held by people.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251621Godbinder (5e Class)2019-12-16T20:02:53Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=2 <br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=4<br />
|extra3_20=4<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=7th<br />
|extra4_20=7th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 7th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
----<br />
<br />
=== Additional Divine Aspects ===<br />
<br />
These are additional aspects that are created after the original conception of this class. Think of these as akin Xanathar's Guide to Everything subclasses; player options that newer and meant to open up more avenues of play. Feel free to add your own aspect. There is a similar section for miracles below this section.<br />
<br />
;{{#anc:Aspect of the Depths}}<br />
Gods whose portfolios include the Depths aspect —including Poseidon, Umberlee, and Rán — govern the restless sea and all that dwells in it. They include gods of the depths are often merciless, cold and cruel in their actions towards. Containing their aspect allows you to feel that in your heart as well. <br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Depths Aspect Feature: Drown'''<br />
<br />
:When you gain this aspect you can cause your enemies to gasp for air as they sink into the depths of your aspect's domain. As an action, roll a spell attack against a number of creatures equal to half your Godbinder level (minimum of one). Make a separate attack roll for each creature. On a successful attack, their lungs begin to fill with water and it begins [[5e SRD:Suffocating|suffocating]]. A creature can end this effect by making a Constitution saving throw against your spell save DC at the end of its turn.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Depths Aspect Spells'''<br />
<code><tt>Armor of Agathys and [[5e SRD:Create or Destroy Water|Create or Destroy Water]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Madness}}<br />
<br />
:The essence of these divinities are oft too terrible, too eldritch to be known or captured. Gods like Ghaunadaur, Tharizdun, and the Shadow - are all unknowable and depart their "gifts" unto the world. Many Godbinders make dark choices in their efforts to bind these beings incomprehensible to mortal minds.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Madness Aspect Feature: Horrific Gaze'''<br />
<br />
:Your eyes become pools of eldritch knowledge. As an action, you can make eye contact with a creature you can see and force them to make a Wisdom saving throw against your spell save DC. On a failure, they roll a [[5e_SRD:Madness#Short-Term_Madness|short term madness]]. At the end of the creature's turn they may repeat the saving throw to remove the madness. On success, nothing happens.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Madness Aspect Spells'''<br />
<code><tt>[[5e SRD:Bane|Bane]] and [[5e SRD:Hideous Laughter|Tasha's Hideous Laughter]]</tt></code><br />
<br />
=== Additional Miracles ===<br />
<br />
;{{#anc: Miracle XVII: Power of the Depths}}<br />
'''Prerequisites.''' ''6th level''<br />
<br />
You can breathe Underwater, and you gain a swimming speed equal to your walking speed.<br />
<br />
You can also cast Wall of Water once without expending a spell slot. You regain the ability to do so when you finish a long rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVII: Divine Tongue}}<br />
<br />
When you speak all creatures with Intelligence scores of at least 1 understand you. If you wish, you can ensure only creatures of your choosing can comprehend you when you speak. If you do so, you sound incomprehensible and ancient to other creatures.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251620Godbinder (5e Class)2019-12-16T20:02:11Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=2 <br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=4<br />
|extra3_20=4<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=7th<br />
|extra4_20=7th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 7th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
----<br />
<br />
=== Additional Divine Aspects ===<br />
<br />
These are additional aspects that are created after the original conception of this class. Think of these as akin Xanathar's Guide to Everything subclasses; player options that newer and meant to open up more avenues of play. Feel free to add your own aspect. There is a similar section for miracles below this section.<br />
<br />
;{{#anc:Aspect of the Depths}}<br />
Gods whose portfolios include the Depths aspect —including Poseidon, Umberlee, and Rán — govern the restless sea and all that dwells in it. They include gods of the depths are often merciless, cold and cruel in their actions towards. Containing their aspect allows you to feel that in your heart as well. <br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Depths Aspect Feature: Drown'''<br />
<br />
:When you gain this aspect you can cause your enemies to gasp for air as they sink into the depths of your aspect's domain. As an action, roll a spell attack against a number of creatures equal to half your Godbinder level (minimum of one). Make a separate attack roll for each creature. On a successful attack, their lungs begin to fill with water and it begins [[5e SRD:Suffocating|suffocating]]. A creature can end this effect by making a Constitution saving throw against your spell save DC at the end of its turn.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Depths Aspect Spells'''<br />
<code><tt>Armor of Agathys and [[5e SRD:Create or Destroy Water|Create or Destroy Water]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Madness}}<br />
<br />
:The essence of these divinities are oft too terrible, too eldritch to be known or captured. Gods like Ghaunadaur, Tharizdun, and the Shadow - are all unknowable and depart their "gifts" unto the world. Many Godbinders make dark choices in their efforts to bind these beings incomprehensible to mortal minds.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Madness Aspect Feature: Horrific Gaze'''<br />
<br />
:Your eyes become pools of eldritch knowledge. As an action, you can make eye contact with a creature you can see and force them to make a Wisdom saving throw against your spell save DC. On a failure, they roll a [[5e_SRD:Madness#Short-Term_Madness|short term madness]]. At the end of the creature's turn they may repeat the saving throw to remove the madness. On success, nothing happens.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
:'''Madness Aspect Spells'''<br />
<code><tt>[[5e SRD:Bane|Bane]] and [[5e SRD:Hideous Laughter|Tasha's Hideous Laughter]]</tt></code><br />
<br />
=== Additional Miracles ===<br />
<br />
;{{#anc: Miracle XVII: Power of the Depths}}<br />
'''Prerequisites.''' ''6th level''<br />
<br />
You can breathe Underwater, and you gain a swimming speed equal to your walking speed.<br />
<br />
You can also cast Wall of Water once without expending a spell slot. You regain the ability to do so when you finish a long rest.<br />
<br />
;{{#anc: Miracle XVII: Divine Tongue}}<br />
<br />
When you speak all creatures with Intelligence scores of at least 1 understand you. If you wish, you can ensure only creatures of your choosing can comprehend you when you speak. If you do so, you sound incomprehensible and ancient to other creatures.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251499Godbinder (5e Class)2019-12-16T15:22:20Z<p>Chilroy: spellcasting balance change</p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=2 <br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=4<br />
|extra3_20=4<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=7th<br />
|extra4_20=7th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 7th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251412Godbinder (5e Class)2019-12-16T03:47:57Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
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==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
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If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
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==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
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;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
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;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 8th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
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For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
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Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
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;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
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<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
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<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
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;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
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;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
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==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
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Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
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==== Divine Conduit ====<br />
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At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
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;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
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The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
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The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
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;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
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The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
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==== Ability Score Increase ====<br />
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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.<br />
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==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
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;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
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;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
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==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
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The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
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==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
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<!--Lather, rinse...--><br />
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<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
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:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
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<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
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When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
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:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
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<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
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:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
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:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
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<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
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:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
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<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
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When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
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:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
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:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
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:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
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<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
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:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
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<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
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:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
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----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
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;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
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;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
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<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
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;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
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<br />
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;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
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<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251411Godbinder (5e Class)2019-12-16T03:45:02Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 8th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251407Godbinder (5e Class)2019-12-16T03:31:08Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their own tabletop role-playing game of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 9th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251406Godbinder (5e Class)2019-12-16T03:30:38Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their ttrpg of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 9th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
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The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
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<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
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<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
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;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
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;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
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When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
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<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
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<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
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:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
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;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
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;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
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;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
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;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
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;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
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;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
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;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
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;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
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;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
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;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
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<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251404Godbinder (5e Class)2019-12-16T03:26:41Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their ttrpg of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
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}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 9th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. The counter-strike succeeds if your attack equals or surpasses their attack roll. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251403Godbinder (5e Class)2019-12-16T03:17:19Z<p>Chilroy: </p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their ttrpg of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 9th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Godbinder_(5e_Class)&diff=1251402Godbinder (5e Class)2019-12-16T03:08:29Z<p>Chilroy: Credit to the origination of the idea</p>
<hr />
<div>== Godbinder ==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://cdn.discordapp.com/attachments/418933171791331348/550949218337030154/1297334b2b6af860fd4afe0efe7b479f.png<br />
|-<br />
|Artist: Stephanie Hans, Die Issue #2<br />
|}<br />
<br />
A war-maul smashes down a malevolent spirit, as a warrior wreathed in divine light calls upon a god. However, the warrior does not supplicate or plead like a lowly paladin or cleric; nor beg like a warlock to a divine patron. No. This warrior demands and their call is answered. <br />
<br />
Full credit for the idea of the Godbinder goes to Kieron Gillen and Stephanie Hans, as it's from the comic series "Die". If you'd like, the actual Godbinder class is playable in their ttrpg of the same name, called Die.<br />
<br />
=== Heretics and Hierophants ===<br />
<br />
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them? What is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge or power or faith in their divine powers.<br />
<br />
Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the materiel plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for [[#Miracles|Miracles]] to sway the tides of battle or cure the dying. They will not beg or pray to the gods, the demand answers. <br />
<br />
=== Creating a Godbinder ===<br />
<br />
As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What cause your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only they can see. Other converse with their aspects in dreams or waking visions. What kind of relationship do you have with your aspects? Is it friendly, antagonistic, uneasy, or romantic? It could be different for each one. How important are you to each other? Do you know others who have bound part of their essence?<br />
<br />
Work with your GM to determine how big a part your divine bindings will play in your character’s adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures.<br />
<br />
;Quick Build<br />
You can make a Godbinder quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|str}} or {{5a|con}}. Second, choose the Noble or Sage background. Third, choose the [[5e SRD:Warhammer|Warhammer]], {{5e|Scale Mail (Armor)|scale mail}}, and the [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]].<br />
<br />
{{5e Class Features<br />
|name=Godbinder<br />
|summary= A warrior who binds the power of gods to their will to help in combat, exploring, and produce amazing miracles <br />
|hd=8<br />
|spellcasting=<br />
|armor=Medium Armor, Shields<br />
|weapons= Simple and martial melee weapons.<br />
|tools=None<br />
|saves=Wisdom, Charisma<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Persuasion}} and {{5s|Religion}}<br />
|item1a=[[5e SRD:Warhammer|a Warhammer]]<br />
|item1b=[[5e SRD:Maul|a Maul]]<br />
|item1c=two simple weapons<br />
|item2a={{5e|Scale Mail (Armor)|Scale mail}} <br />
|item2b={{5e|Padded (Armor)|Padded armor}}<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Priest's Pack|a priest's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3c=<br />
|item4a=A {{5e|Shield (Armor)|Shield}} and a holy symbol<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp.<br />
|classfeatures1=[[#Divine Binding|Divine Binding]], [[#Bound Magic|Bound Magic]]<!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2=[[#Miracles|Miracles]] <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3=[[#Divine Conduit|Divine Conduit]] <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=<br />
|classfeatures6=[[#Divine Binding|Divine Binding]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Divine Binding|Divine Binding]]<br />
|classfeatures11=[[#Hallowed Rites|Hallowed Rites (Miracle Worker)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Hallowed Rites|Hallowed Rites (Godly Aura)]]<br />
|classfeatures14=[[#Divine Binding|Divine Binding]]<br />
|classfeatures15=[[#Hallowed Rites|Hallowed Rites (Book of Hallowed Rites)]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Favored Aspect|Favored Aspect]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Master of Gods|Master of Gods]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=3<br />
|extra1_15=3<br />
|extra1_16=3<br />
|extra1_17=3<br />
|extra1_18=3<br />
|extra1_19=3<br />
|extra1_20=3<br />
|extra2_name=Spells Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
|extra3_name=Spells Slots<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3 <br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=4<br />
|extra3_16=4<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=2nd<br />
|extra4_6=3rd<br />
|extra4_7=3rd<br />
|extra4_8=3rd<br />
|extra4_9=4th<br />
|extra4_10=4th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=6th<br />
|extra4_15=6th<br />
|extra4_16=6th<br />
|extra4_17=7th<br />
|extra4_18=7th<br />
|extra4_19=8th<br />
|extra4_20=8th<br />
|extra5_name=Miracles Known<br />
|extra5_1=— <br />
|extra5_2=1<br />
|extra5_3=1 <br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=2<br />
|extra5_8=2<br />
|extra5_9=3<br />
|extra5_10=3<br />
|extra5_11=3<br />
|extra5_12=3<br />
|extra5_13=3<br />
|extra5_14=4<br />
|extra5_15=4<br />
|extra5_16=4<br />
|extra5_17=4<br />
|extra5_18=4<br />
|extra5_19=4<br />
|extra5_20=4<br />
}}<br />
<br />
==== Divine Binding ====<br />
<br />
At 1st level, choose a divine aspect of a god you have bound: '''Aspect of Death''', '''Aspect of Fate''', '''Aspect of Life''', '''Aspect of Nature''', '''Aspect of Peace''', '''Aspect of Tempest''', '''Aspect of Trickery''', or the '''Aspect of War'''. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. <br />
<br />
==== Aspect Spells ====<br />
<br />
Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesn’t count against the number of Spells Known.<br />
<br />
If you have an aspect spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.<br />
<br />
==== Bound Magic ====<br />
<br />
Your research into the divine and the magic bound to you by your aspect have given you facility with Spells. See the general rules of Spellcasting and the Cleric spell list.<br />
<br />
;Cantrips<br />
<br />
You know one Cantrip of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]]. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table.<br />
<br />
;Spell Slots<br />
<br />
The Godbinder table shows how many spell slots you have to cast your Spells of 1st through 9th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.<br />
<br />
For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell [[5e SRD:Inflict Wounds|Inflict Wounds]], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know one 1st-level Spell of your choice from the [[5e SRD:Cleric Spell List|Cleric spell list]].<br />
<br />
The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
;Spellcasting Focus<br />
You can use a holy symbol as a Spellcasting focus for your Cleric Spells.<br />
<br />
==== Miracles ====<br />
In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects.<br />
<br />
At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any [[5e SRD:Trade_Goods|trade good]] to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice.<br />
<br />
Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level.<br />
<br />
==== Divine Conduit ====<br />
<br />
At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice.<br />
<br />
;Conduit of Chains.<br />
Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. At the start of each day you can break off two chain links, you can choose to keep them or hand them out. As an action, you can consume a link to cast one of two spells, [[5e SRD:Hold Person|Hold Person]] or [[5e SRD:Augury|Augury]]. [[5e SRD:Hold Person|Hold Person]] is always cast as though it were 2nd-level.<br />
<br />
The symbol ceases being your conduit symbol if you die or if you perform the 1-hour ritual on a different holy symbol.<br />
<br />
;Conduit of Power.<br />
Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack but after the roll is made, and roll an attack at a disadvantage to perform a counter-strike and negate their attack. If you lose possession of this weapon, the power fades from it until it returns to your hands.<br />
<br />
The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon.<br />
<br />
;Conduit of Protection. <br />
Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this bonus action twice then you need to finish a short rest before you can use this bonus action again. If you lose possession of this armor, the power fades from it until it returns to you and wear it.<br />
<br />
The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Hallowed Rites ====<br />
<br />
When you reach 11th level, and again at 13th and 15th level you uncover more divine knowledge and power.<br />
<br />
;Miracle Worker <br />
At 11th level, your routine parleying with divinities has become ingrained in your muscles, you now only need to take a short to restore your Miracles. <br />
<br />
;Godly Aura<br />
At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with {{5a|cha}} ([[5e SRD:Persuasion Skill|Persausion]]) and {{5a|cha}} ([[5e SRD:Intimidation Skill|Intimidation]]); when you make a check using the aforementioned skills towards a celestial, you roll with advantage.<br />
<br />
;Book of Hallowed Rites<br />
At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a {{5a|int}} ([[5e SRD:Arcana Skill|Arcana]]) or {{5a|int}} ([[5e SRD:Religion Skill|Religion]]) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour Ceremony to receive a replacement. This Ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. <br />
<br />
Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the inside brimming with an irresistible glow. <br />
<br />
==== Favored Aspect ==== <br />
<br />
When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the GM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your eyes and mouth after you make a successful attack roll, add 3d6 fire damage, 3d6 lightning damage, and 3d6 radiant damage to the damage it deals on hit.<br />
<br />
The Divine Aspect reflects your avatar's appearance, for example: If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, or perhaps as a ghostly lynx.<br />
<br />
==== Master of Gods ====<br />
At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times).<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
<br />
----<br />
<br />
=== Divine Aspects ===<br />
<br />
Aspects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or forest as every war god is home on the battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. <br />
<br />
;{{#anc:Aspect of Death}}<br />
These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Death Aspect Feature: Touch of the Psychopomp'''<br />
:When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead and restore part of it to life, it must make a {{5a|wis}} saving throw. If it rolls less than or equal to its CR (''CR 1/2 count as equal to 1'') it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:You also learn the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip, which doesn’t count against the number of Cleric Cantrips you know. <br />
<br />
:'''Death Aspect Spells'''<br />
<code><tt>[[5e SRD:False Life|False Life]] and [[5e SRD:Ray of Sickness|Ray of Sickness]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Fate}}<br />
Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities if Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Fate Aspect Feature: Mercurial Forewarnings'''<br />
<br />
:When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The GM offers these warnings, and they do not need to be truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />
<br />
:'''Fate Aspect Spells'''<br />
<code><tt>[[5e SRD:Unseen Servant|Unseen Servant]] and [[5e SRD:Identify|Identify]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Life}}<br />
The Aspect of Life focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Life Aspect Feature: Celestial Vitality'''<br />
:When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your {{5a|wis}} modifier; this adjusts as you gains levels or increase your {{5a|wis}}. Whenever you are reduced to 0 hit points, and have to roll [[5e SRD:Dropping to 0 Hit Points|Death Saving Throws]], you now only need two successful saves to become stable and four unsuccessful saves to succumb to death.<br />
<br />
:'''Life Aspect Spells'''<br />
<code><tt>[[5e SRD:Cure Wounds|Cure wounds]] and [[5e SRD:Purify Food and Drink|Purify Food and Drink]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Nature}}<br />
Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Nature Aspect Feature: Call of the Wild'''<br />
When you are in a natural area (open desert, deep forest, unsettled mountain; untamed wilderness), you can summon one beast to be your mount: a Bear (a [[5e_SRD:Polar_Bear|Cave Bear]] as described in the Monster Manual), a giant snake (using the stat block of a [[5e SRD:Giant Constrictor_Snake|Giant Constrictor Snake]]), or a moose (equivalent to a [[5e SRD:Giant Elk|Giant Elk]]). It doesn’t fight for you unless you have magic or another ability that can control a beast. It runs off when you dismount it.<br />
<br />
:'''Nature Aspect Spells'''<br />
<code><tt>[[5e SRD:Entangle|Entangle]] and [[5e SRD:Speak with Animals|Speak with Animals]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Peace}}<br />
Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Peace Aspect Feature: Divine Diplomacy'''<br />
:When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The GM determines the consequence of breaking the oath. You also gain proficiency in one of the following Skills of your choice: {{5s|Deception}}, {{5s|Perception}}, or {{5s|Insight}}. <br />
<br />
:'''Peace Aspect Spells'''<br />
<code><tt>[[5e SRD:Sanctuary|Sanctuary]] and [[5e SRD:Protection from Evil and Good|Protection from Evil and Good]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Tempest}}<br />
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Tempest Aspect Feature: Lightning Strike'''<br />
<br />
:When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action you can create a burst of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.<br />
<br />
:You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.<br />
<br />
:'''Tempest Aspect Spells'''<br />
<code><tt>[[5e SRD:Thunderous Smite|Thunderous Smite]] and [[5e SRD:Fog Cloud|Fog Cloud]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of Trickery}}<br />
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''Trickery Aspect Feature: Dominion of Deceit'''<br />
:When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action you can enter a 5 foot by 5 foot extra-dimensional space that only you can enter. Attacks and spells can’t cross into or out of the extra-dimensional space, but you can see the materiel plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything on your person inside the extra-dimensional space drops out when you exit.<br />
<br />
:You also learn the [[5e_SRD:Prestidigitation|Prestidigitation]] and [[5e SRD:Thaumaturgy|Thaumaturgy]] cantrips, which doesn’t count against the number of Cleric cantrips you know, and [[5e_SRD:Prestidigitation|Prestidigitation]] is nonetheless a Cleric cantrip for you.<br />
<br />
:'''Trickery Aspect Spells'''<br />
<code><tt>[[5e SRD:Dissonant Whispers|Dissonant Whispers]] and [[5e SRD:Disguise Self|Disguise Self]]</tt></code><br />
<br />
<br />
<br />
;{{#anc:Aspect of War}}<br />
War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle.<br />
<br />
When you gain control of this aspect, you gain:<br />
<br />
:'''War Aspect Feature: War Trance'''<br />
:You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures, but you take +2 damage from any source. Your trance ends once the current conflict ends, you retreat or take a rest.<br />
<br />
:You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a rest.<br />
<br />
:'''War Aspect Spells'''<br />
<code><tt>[[5e SRD:Compelled Duel|Compelled Duel]] and [[5e SRD:Command|Command]]</tt></code><br />
<br />
<br />
----<br />
<br />
=== Miracles ===<br />
<br />
At the 2nd level, you gain access to variety of Miracles. You can choose one, and more as gain levels. You can call upon a Miracle and it grants you a temporary blessing.<br />
<br />
;{{#anc: Miracle I: Gift from the Gods}}<br />
<br />
A [[5e SRD:Magic Items|magic item]] from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, the GM choose an appropriate common magic item. Depending on the GM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. <br />
<br />
<br />
<br />
;{{#anc: Miracle II: Celestial Imprisonment}}<br />
'''Prerequisites.''' ''Conduit of Chains''<br />
<br />
You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a {{5a|str}} save throwing or become restrained. The DC is equal to your spell save DC. These chains last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle III: Wield Divinity}}<br />
'''Prerequisites.''' ''Conduit of Power''<br />
<br />
You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces it damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. <br />
<br />
<br />
<br />
;{{#anc: Miracle IV: Shield of Light}}<br />
'''Prerequisites.''' ''Conduit of Protection''<br />
<br />
You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as [[#5e SRD:Cover|three-quarters cover]]. This wall stays until it is destroyed by damage or until you take a short rest.<br />
<br />
<br />
<br />
;{{#anc: Miracle V: Judge the Dying}}<br />
'''Prerequisites.''' ''Death Aspect''<br />
<br />
The next time you cast the [[5e SRD:Spare the Dying|Spare the Dying]] cantrip it has a more potent effect. You touch a living creature that has 0 hit points. Then choose:<br />
<br />
They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the [[5e SRD:Lesser Restoration|lesser restoration]] spell. Or, you can roll any number of your hit dice (+ your {{5a|wis}} modifier) to deal radiant damage equal to the outcome towards the living creature. This does not work on creatures who have been dead for more than an hour.<br />
<br />
<br />
<br />
;{{#anc: Miracle VI: Demand Destiny}}<br />
'''Prerequisites.''' ''Fate Aspect''<br />
<br />
When you demand an answer from your Mercurial Forewarnings, you can choose to declare "Speak my destiny..." Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your GM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to rolls involving {{5a|cha}}. These bonuses are not additive. These effects last until your next Mercurial Forewarning.<br />
<br />
<br />
<br />
;{{#anc: Miracle VII: Summon Tree of Life}}<br />
'''Prerequisites.''' ''Life Aspect''<br />
<br />
You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle VIII: Earthshake}}<br />
'''Prerequisites.''' ''Nature Aspect''<br />
<br />
You command the earth to cause a tremor in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<br />
<br />
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively.<br />
<br />
<br />
<br />
;{{#anc: Miracle IX: Peaceful Presence}}<br />
'''Prerequisites.''' ''Peace Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Calm Emotions|Calm Emotions]]. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
;{{#anc: Miracle X: Lightning Prowess}}<br />
'''Prerequisites.''' ''3rd level and Tempest Aspect''<br />
<br />
Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have.<br />
<br />
<br />
<br />
;{{#anc: Miracle XI: Tale of the Copycat}}<br />
'''Prerequisites.''' ''Trickery Aspect''<br />
<br />
When you cast [[5e SRD:Disguise Self|Disguise Self]], you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do.<br />
<br />
<br />
<br />
;{{#anc: Miracle XII: Spear of War}}<br />
'''Prerequisites.''' ''War Aspect''<br />
<br />
A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. <br />
<br />
<br />
<br />
;{{#anc: Miracle XIII: Healing Hands}}<br />
'''Prerequisites.''' ''5th level and Life Aspect''<br />
<br />
You can touch up to five creatures that you can see to regain 2d12 hit points, and you end all effects on them described in the [[5e SRD:Greater Restoration|greater restoration]] spell.<br />
<br />
<br />
<br />
;{{#anc: Miracle XIV: Godly Vessel}}<br />
'''Prerequisites.''' ''5th level''<br />
<br />
Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can re-roll it with advantage. Afterwards, you have level 2 [[5e_SRD:Conditions#Exhaustion|exhaustion]] due to the aftereffects of being a minor divine avatar. <br />
<br />
<br />
;{{#anc: Miracle XV: Awesome Roar}}<br />
'''Prerequisites.''' ''9th level and War, Nature or Trickery Aspect''<br />
<br />
Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a {{5a|wis}} saving throw with a DC equal to your spell save DC. On a failure, the GM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll.<br />
<br />
<br />
<br />
;{{#anc: Miracle XVI: Fate Unwavered}}<br />
'''Prerequisites.''' ''14th level and Fate, Life, or Death Aspect''<br />
<br />
You briefly gain one use of the spell [[#5e SRD:Resurrection|Resurrection]]. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot.<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Godbinder class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|cha}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Godbinder class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Banehound_(5e_Creature)&diff=1212010Banehound (5e Creature)2019-08-30T20:20:07Z<p>Chilroy: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Banehound==<br />
{{5e Creature<br />
|size=Medium<br />
|type=aberration<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=14<br />
|armor=natural armor<br />
|hp=11<br />
|hpdice=2d8 + 2<br />
|speed=40 ft.<br />
|str=12<br />
|dex=15<br />
|con=12<br />
|int=3<br />
|wis=14<br />
|cha=6<br />
|saves=<br />
|skills=Perception +4, Stealth +4<br />
|di=<!--Damage Immunities--><br />
|ci=frightened<br />
|dr=<!--Damage Resistances--><br />
|dv=radiant<br />
|senses=darkvision 120 ft., passive [[5e SRD:Perception Skill|Perception]] 14<br />
|languages=&mdash;<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Fear Frenzy.''''' The banehound has advantage on attack rolls against frightened creatures.<br />
<br />
'''''Keen Senses.''''' The banehound has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.<br />
<br />
'''''Pack Tactics.''''' The banehound has advantage on an attack roll against a creature if at least one of the banehound's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
'''''Sunlight Sensitivity.''''' While in sunlight, the banehound has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or take 2 (1d4) necrotic damage. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the banehound regains hit points equal to that amount.<br />
<br />
'''''Frightening Howl (Recharge 5-6).''''' The banehound howls. Each creature within 30 feet of it that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the banehound's Frightening Howl for the next 24 hours.<br />
<br />
|description=<div style="display: inline-block; width: 100%; position:static;"><br />
{{5e Image|center|https://i.imgur.com/33KrStU.jpg|Artist: YW Tang}}</div><br />
<br />
{{quote|''“I wish I could train a pack of them for hunting in the undercity. But I’d never dare turn my back, and I hate to think what I’d have to feed them.”'' <br />
'''— Zhosmir, urban huntmaster'''}}<br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
==Horrors and Madness==<br />
<br />
Horrors on Ravnica are terror and madness personified. You can represent this reality by using the [[5e SRD:Madness|Madness rules]] in the Dungeon Master’s Guide.<br />
<br />
Whenever a character fails a saving throw against the banehound's Frightening Howl, note that fact. At the end of the encounter, have each character who failed at least one of those Saving Throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of Madness from the Dungeon Master’s Guide, with the severity depending on how many of the Saving Throws that character failed during the encounter. One to two failed saving throws result in a short-term madness, three failed saves results in a long-term madness, and four or more failed saves results in an indefinite madness.<br />
<br />
==Nightmare Hounds==<br />
<br />
Packs of wild hounds corrupted by either nightmarish aberrations called horrors or the dark magic of the Undercity. They have long been a part of the ecosystem of the Undercity hunting anything that has flesh and a pulse of life. Often roaming in packs of five to nine through the passageways, ruins, and streets of the Undercity. Often they will wait in low-lying areas, pits, or darken areas to ambush unaware creatures. Often howls of these beasts echo through the decaying, verdant spires of the Undercity chilling the spine of any who hear them as they call for the hunt.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Banehound_(5e_Creature)&diff=1212008Banehound (5e Creature)2019-08-30T20:18:41Z<p>Chilroy: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Banehound==<br />
{{5e Creature<br />
|size=Medium<br />
|type=aberration<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=14<br />
|armor=natural armor<br />
|hp=11<br />
|hpdice=2d8 + 2<br />
|speed=40 ft.<br />
|str=12<br />
|dex=15<br />
|con=12<br />
|int=3<br />
|wis=14<br />
|cha=6<br />
|saves=<br />
|skills=Perception +4, Stealth +4<br />
|di=<!--Damage Immunities--><br />
|ci=frightened<br />
|dr=<!--Damage Resistances--><br />
|dv=radiant<br />
|senses=darkvision 120 ft., passive [[5e SRD:Perception Skill|Perception]] 14<br />
|languages=&mdash;<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Fear Frenzy.''''' The banehound has advantage on attack rolls against frightened creatures.<br />
<br />
'''''Keen Senses.''''' The banehound has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.<br />
<br />
'''''Pack Tactics.''''' The banehound has advantage on an attack roll against a creature if at least one of the banehound's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
'''''Sunlight Sensitivity.''''' While in sunlight, the banehound has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or take 2 (1d4) necrotic damage. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the banehound regains hit points equal to that amount.<br />
<br />
'''''Frightening Howl (Recharge 5-6).''''' The banehound howls. Each creature within 30 feet of it that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the banehound's Frightening Howl for the next 24 hours.<br />
<br />
|description=<div style="display: inline-block; width: 100%; position:static;"><br />
{{5e Image|center|https://i.imgur.com/33KrStU.jpg|Artist: YW Tang}}</div><br />
<br />
{{quote|''“I wish I could train a pack of them for hunting in the undercity. But I’d never dare turn my back, and I hate to think what I’d have to feed them.”'' <br />
'''— Zhosmir, urban huntmaster'''}}<br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
==Horrors and Madness==<br />
<br />
Horrors on Ravnica are terror and madness personified. You can represent this reality by using the [[5e SRD:Madness|Madness rules]] in the Dungeon Master’s Guide.<br />
<br />
Whenever a character fails a saving throw against the banehound's Frightening Howl, note that fact. At the end of the encounter, have each character who failed at least one of those Saving Throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of Madness from the Dungeon Master’s Guide, with the severity depending on how many of the Saving Throws that character failed during the encounter. One to two failed saving throws result in a short-term madness, three failed saves results in a long-term madness, and four or more failed saves results in an indefinite madness.<br />
<br />
==Nightmare Hounds==<br />
<br />
Packs of wild hounds corrupted by either nightmarish aberrations called horrors or the dark magic of the Undercity. They have long been a part of the ecosystem of the Undercity hunting anything that has flesh and a pulse of life. Often roaming in packs of five to nine through the passageways, ruins, and streets of the Undercity. Often they will wait in low-lying areas, pits, or darken areas to ambush unaware creatures. Often howls of these beasts echo through the decaying, verdant spires of the Undercity chilling the spine of any who hear them as they call for the hunt.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Banehound_(5e_Creature)&diff=1212004Banehound (5e Creature)2019-08-30T20:09:59Z<p>Chilroy: Created page with "{{stub|Incomplete. See the 5e Creature Design Guide if you need help.}} <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Banehound== {{5e Creature |siz..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Banehound==<br />
{{5e Creature<br />
|size=Medium<br />
|type=aberration<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=14<br />
|armor=natural armor<br />
|hp=11<br />
|hpdice=2d8 + 2<br />
|speed=40 ft.<br />
|str=12<br />
|dex=15<br />
|con=12<br />
|int=3<br />
|wis=14<br />
|cha=6<br />
|saves=<br />
|skills=Perception +4, Stealth +4<br />
|di=<!--Damage Immunities--><br />
|ci=frightened<br />
|dr=<!--Damage Resistances--><br />
|dv=radiant<br />
|senses=darkvision 120 ft., passive [[5e SRD:Perception Skill|Perception]] 14<br />
|languages=&mdash;<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Fear Frenzy.''''' The banehound has advantage on attack rolls against frightened creatures.<br />
<br />
'''''Keen Senses.''''' The banehound has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.<br />
<br />
'''''Pack Tactics.''''' The banehound has advantage on an attack roll against a creature if at least one of the banehound's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
'''''Sunlight Sensitivity.''''' While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or take 2 (1d4) necrotic damage. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the banehound regains hit points equal to that amount.<br />
<br />
'''''Frightening Howl (Recharge 5-6).''''' The banehound howls. Each creature within 30 feet of it that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the banehound's Frightening Howl for the next 24 hours.<br />
<br />
|description=<div style="display: inline-block; width: 100%; position:static;"><br />
{{5e Image|center|https://i.imgur.com/33KrStU.jpg|Artist: YW Tang}}</div><br />
<br />
{{quote|''“I wish I could train a pack of them for hunting in the undercity. But I’d never dare turn my back, and I hate to think what I’d have to feed them.”'' <br />
'''— Zhosmir, urban huntmaster'''}}<br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
==Horrors and Madness==<br />
<br />
Horrors on Ravnica are terror and madness personified. You can represent this reality by using the [[5e SRD:Madness|Madness rules]] in the Dungeon Master’s Guide.<br />
<br />
Whenever a character fails a saving throw against the banehound's Frightening Howl, note that fact. At the end of the encounter, have each character who failed at least one of those Saving Throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of Madness from the Dungeon Master’s Guide, with the severity depending on how many of the Saving Throws that character failed during the encounter. One to two failed saving throws result in a short-term madness, three failed saves results in a long-term madness, and four or more failed saves results in an indefinite madness.<br />
<br />
==Nightmare Hounds==<br />
<br />
Packs of wild hounds corrupted by either nightmarish aberrations called horrors or the dark magic of the Undercity. They have long been a part of the ecosystem of the Undercity hunting anything that has flesh and a pulse of life. Often roaming in packs of five to nine through the passageways, ruins, and streets of the Undercity. Often they will wait in low-lying areas, pits, or darken areas to ambush unaware creatures. Often howls of these beasts echo through the decaying, verdant spires of the Undercity chilling the spine of any who hear them as they call for the hunt.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Unmoored_Ego_(5e_Spell)&diff=1211306Unmoored Ego (5e Spell)2019-08-28T18:00:16Z<p>Chilroy: </p>
<hr />
<div>{{5e Spell<br />
|name=Unmoored Ego<br />
|school=Divination<br />
|ritual=yes<br />
|lvl=5th<br />
|casttime=1 action<br />
|range=90 feet<br />
|comp=S, M (a totem or trinket of personal significance)<br />
|dur=Concentration, up to 20 minutes <br />
}}<br />
<br />
Choose a creature or character that you have seen, that is currently within 90 feet of you. You are Incapacitated for the duration of this ritual. You release your mind into an astral form and enter theirs, choose one spell that they can cast. <br />
<br />
If they are not an ally, they must roll a Wisdom Save; on a success this ritual ends and you take 1d4 psychic damage; otherwise, you temporarily gain that spell and a spell slot of its level until you cast it, and it is nonetheless a class spell for you. They cannot cast that spell until after you cast it; the spell and its temporary spell slot are released 20 minutes after the ritual. The creature or character whose spell was taken gains 1d8 temporary hit points per Spell Level (ex. 2nd Level spell equals 2d8, etc.) for the next 20 minutes, or until they are removed.<br />
<br />
If they cannot cast any spells, they must roll a Wisdom Save. On a failed save, the target takes 5d8 psychic damage. On a success, they take half damage.<br />
<br />
----<br />
{{5e Sorcerer Spells Breadcrumb}}<br />
{{5e Warlock Spells Breadcrumb}}<br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Sorcerer 5]]<br />
[[Category:Warlock 5]]<br />
[[Category:Wizard 5]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Benthid_(5e_Creature)&diff=1209270Benthid (5e Creature)2019-08-25T04:07:53Z<p>Chilroy: Adjusting stats</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Benthid==<br />
{{5e Creature<br />
|size=Large<br />
|type=beast<br />
|alignment=neutral<br />
|ac=12<br />
|armor=natural armour<br />
|hp=97<br />
|hpdice=15d8 + 30<br />
|speed=10 ft., swim 60 ft.<br />
|str=17<br />
|dex=14<br />
|con=14<br />
|int=16<br />
|wis=14<br />
|cha=10<br />
|strmod=+3<br />
|dexmod=+2<br />
|conmod=+2<br />
|intmod=+3<br />
|wismod=+2<br />
|chamod=0<br />
|intsave=yes<br />
|wissave=yes<br />
|skills={{5s|Deception}} +3, {{5s|Perception}} +5, {{5s|Stealth}} +5<br />
|ci=charmed, prone<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 14<br />
|languages=—<br />
|cr=6<br />
|xp=2,300<br />
|features=<br />
'''''Innate Spellcasting.''''' The Benthid’s innate spellcasting ability is Intelligence (spell save DC 14). The Benthid can innately cast the following spells, requiring no material components: ''mirror image, counterspell, confusion, hypnotic pattern.''<br />
<br />
'''''Magic Resistance.''''' The Benthid has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Hold Breath.''''' While out of water, the Benthid can hold its breath for 1 hour.<br />
<br />
'''''Underwater Camouflage.''''' The Benthid has advantage on Dexterity (Stealth) checks made while underwater.<br />
<br />
'''''Water Breathing.''''' The Benthid can breathe only underwater.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Benthid makes two tentacle attacks. It can also use Mesmerizing Presence before these attacks.<br />
<br />
'''''Tentacles.''' Melee Weapon Attack:'' +6 to hit, reach 15 ft., One target. ''Hit:'' 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained; and the Benthid has eight tentacles, each of which can grapple one target<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., One target. ''Hit:'' 23 (3d10+10) piercing damage. If the target is a Large or smaller creature grappled by the Benthid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Benthid, and it takes 42, 12d6, acid damage at the start of each of the Benthid's turns. If the Benthid takes 50 damage or more on a single turn from a creature inside it, the Benthid must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Benthid. If the Benthid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone<br />
<br />
'''''Psionic Attack.''' Ranged Attack:'' +6 to hit, range 90 ft., One target. ''Hit:'' 9 (2d8) psychic damage. The Benthid attacks the mind of a creature within range. The target must succeed on an Intelligence saving throw or takes psychic damage<br />
<br />
'''''Mesmerizing Presence.''''' The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of its choice make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage. <br />
<br />
|reactions=<!--Delete if unused--><br />
<br />
|legendary={{Legendary Actions|name=Benthid|actions=3}}<br />
<br />
'''''Tentacle Attack.''''' The Benthid makes one tentacle attack<br />
<br />
'''''Mesmerizing Presence (Cost 2 Actions).''''' The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of it make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage. <br />
<br />
'''''Illusory Swarm (Cost 3 Actions).''''' The Benthid creates a swarm of two (per enemy) illusory cuttlefish. Each cuttlefish illusion has 2 hit points. They all have Magic Resistance. A cuttlefish illusion interrupts any spellcaster casting a spell that requires concentration, but will dissipate upon doing so. Whenever attack is made against the Benthid, flip a coin and determine whether or not the attack hits the Benthid or a cuttlefish illusion. Does not effect enemies with {{5e|Truesight}}. The cuttlefish dissipate at the will of the Benthid or upon its death.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="position:absolute;top:0px;right:50px;width:380px">{{5e Image|center|https://mtgarena.pro/mtg/pict/mesmerizing-benthid-rna-457187-art-mtga.png|Artist: Kev Walker}}</div><br />
<br />
<br />
<br />
<q>In the depths lies a creature, whose charm is brighter than any gold and deadlier than any poison.</q><br />
==Magically Mutated==<br />
Over the course of centuries, the benthid species were formerly average cephalopods, but deep within the waves they became exposed to unknown magical energies that twisted them. They became exponentially more cunning and intelligent as they were able to use illusions and enchantments to ensnare their prey. While content to prey on fish, they do seek out sources of magic - whether it be spellcasters, rifts to the elemental planes, or leylines spreading arcane energy in the depths of the sea. They feed on it, whether they consume it or absorb it.<br />
<br />
Benthids are often solitary creatures preferring to traverse the ocean currents alone, but during mating season there will be an entire school of Benthids with a swarm of illusions to protect their young. Benthids are quick to attack sources of magic energy to nurture their young, but otherwise the Benthid will resort to using trickery to evade confrontation. While they made be formidable foes and hunters, they are quick to run when they feel the odds are against them. Over the course of the Benthid's life (10 to 25 years, avg.) it will consume magic until it dies. <br />
<br />
==Ancient Mesmer==<br />
Some Benthids however, might come across a source of never-ending arcane energy and create a lair around it. These ancient Benthids are often hundreds of years old, harnessing energies of arcane power. These lairs are often ancient underwater ruins containing magical energy, caverns exposed to the elemental planes, or shipwrecks that housed magical knowledge. These are sacred places to the Benthids who make it home, often guiding or helping young Benthids in the region and deterring any rivals. On Initiative count 20 (losing Initiative ties), the Ancient Benthid takes a lair action to cause one of the following magical effects:<br />
<br />
# An Illusory Swarm begins surrounding creatures in the water within 60 ft. of the Benthid, causing them to be disadvantage on saving throws against illusion spells until Initiative count 20 on the next round.<br />
# The lair becomes labyrinthine in nature, with only the exit appearing clear. Creatures with {{5e|Truesight}} are not affected.<br />
# A wave of magical energy washes over creatures in the water within 60 ft. of the Benthid. Each creature makes a Wisdom save. On a success, a creature becomes Frightened. On a failure, it becomes paralyzed and taking 10(3d6) pyschic damage. <br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Benthid_(5e_Creature)&diff=1209269Benthid (5e Creature)2019-08-25T04:05:07Z<p>Chilroy: Readjusting monster to be a lower CR</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Benthid==<br />
{{5e Creature<br />
|size=Large<br />
|type=beast<br />
|alignment=neutral<br />
|ac=12<br />
|armor=natural armour<br />
|hp=145<br />
|hpdice=14d20 + 5<br />
|speed=10 ft., swim 60 ft.<br />
|str=17<br />
|dex=14<br />
|con=14<br />
|int=16<br />
|wis=14<br />
|cha=10<br />
|strmod=+3<br />
|dexmod=+2<br />
|conmod=+2<br />
|intmod=+3<br />
|wismod=+2<br />
|chamod=0<br />
|intsave=yes<br />
|wissave=yes<br />
|skills={{5s|Deception}} +3, {{5s|Perception}} +5, {{5s|Stealth}} +5<br />
|ci=charmed, prone<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 14<br />
|languages=—<br />
|cr=6<br />
|xp=2,300<br />
|features=<br />
'''''Innate Spellcasting.''''' The Benthid’s innate spellcasting ability is Intelligence (spell save DC 14). The Benthid can innately cast the following spells, requiring no material components: ''mirror image, counterspell, confusion, hypnotic pattern.''<br />
<br />
'''''Magic Resistance.''''' The Benthid has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Hold Breath.''''' While out of water, the Benthid can hold its breath for 1 hour.<br />
<br />
'''''Underwater Camouflage.''''' The Benthid has advantage on Dexterity (Stealth) checks made while underwater.<br />
<br />
'''''Water Breathing.''''' The Benthid can breathe only underwater.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Benthid makes two tentacle attacks. It can also use Mesmerizing Presence before these attacks.<br />
<br />
'''''Tentacles.''' Melee Weapon Attack:'' +6 to hit, reach 15 ft., One target. ''Hit:'' 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained; and the Benthid has eight tentacles, each of which can grapple one target<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., One target. ''Hit:'' 23 (3d10+10) piercing damage. If the target is a Large or smaller creature grappled by the Benthid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Benthid, and it takes 42, 12d6, acid damage at the start of each of the Benthid's turns. If the Benthid takes 50 damage or more on a single turn from a creature inside it, the Benthid must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Benthid. If the Benthid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone<br />
<br />
'''''Psionic Attack.''' Ranged Attack:'' +6 to hit, range 90 ft., One target. ''Hit:'' 9 (2d8) psychic damage. The Benthid attacks the mind of a creature within range. The target must succeed on an Intelligence saving throw or takes psychic damage<br />
<br />
'''''Mesmerizing Presence.''''' The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of its choice make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage. <br />
<br />
|reactions=<!--Delete if unused--><br />
<br />
|legendary={{Legendary Actions|name=Benthid|actions=3}}<br />
<br />
'''''Tentacle Attack.''''' The Benthid makes one tentacle attack<br />
<br />
'''''Mesmerizing Presence (Cost 2 Actions).''''' The Benthid creates a mesmerizing pattern with its tentacles and bioluminescence. Up to two creatures of it make a Wisdom save. On a failure, they are charmed and move 10 ft. in any direction the Benthid chooses. At the start of their turns, the charmed creatures can re-roll the Wisdom save. On a failure, they take 2d8+2 psychic damage. <br />
<br />
'''''Illusory Swarm (Cost 3 Actions).''''' The Benthid creates a swarm of two (per enemy) illusory cuttlefish. Each cuttlefish illusion has 2 hit points. They all have Magic Resistance. A cuttlefish illusion interrupts any spellcaster casting a spell that requires concentration, but will dissipate upon doing so. Whenever attack is made against the Benthid, flip a coin and determine whether or not the attack hits the Benthid or a cuttlefish illusion. Does not effect enemies with {{5e|Truesight}}. The cuttlefish dissipate at the will of the Benthid or upon its death.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="position:absolute;top:0px;right:50px;width:380px">{{5e Image|center|https://mtgarena.pro/mtg/pict/mesmerizing-benthid-rna-457187-art-mtga.png|Artist: Kev Walker}}</div><br />
<br />
<br />
<br />
<q>In the depths lies a creature, whose charm is brighter than any gold and deadlier than any poison.</q><br />
==Magically Mutated==<br />
Over the course of centuries, the benthid species were formerly average cephalopods, but deep within the waves they became exposed to unknown magical energies that twisted them. They became exponentially more cunning and intelligent as they were able to use illusions and enchantments to ensnare their prey. While content to prey on fish, they do seek out sources of magic - whether it be spellcasters, rifts to the elemental planes, or leylines spreading arcane energy in the depths of the sea. They feed on it, whether they consume it or absorb it.<br />
<br />
Benthids are often solitary creatures preferring to traverse the ocean currents alone, but during mating season there will be an entire school of Benthids with a swarm of illusions to protect their young. Benthids are quick to attack sources of magic energy to nurture their young, but otherwise the Benthid will resort to using trickery to evade confrontation. While they made be formidable foes and hunters, they are quick to run when they feel the odds are against them. Over the course of the Benthid's life (10 to 25 years, avg.) it will consume magic until it dies. <br />
<br />
==Ancient Mesmer==<br />
Some Benthids however, might come across a source of never-ending arcane energy and create a lair around it. These ancient Benthids are often hundreds of years old, harnessing energies of arcane power. These lairs are often ancient underwater ruins containing magical energy, caverns exposed to the elemental planes, or shipwrecks that housed magical knowledge. These are sacred places to the Benthids who make it home, often guiding or helping young Benthids in the region and deterring any rivals. On Initiative count 20 (losing Initiative ties), the Ancient Benthid takes a lair action to cause one of the following magical effects:<br />
<br />
# An Illusory Swarm begins surrounding creatures in the water within 60 ft. of the Benthid, causing them to be disadvantage on saving throws against illusion spells until Initiative count 20 on the next round.<br />
# The lair becomes labyrinthine in nature, with only the exit appearing clear. Creatures with {{5e|Truesight}} are not affected.<br />
# A wave of magical energy washes over creatures in the water within 60 ft. of the Benthid. Each creature makes a Wisdom save. On a success, a creature becomes Frightened. On a failure, it becomes paralyzed and taking 10(3d6) pyschic damage. <br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Alter_Terrain_(5e_Spell)&diff=1199995Alter Terrain (5e Spell)2019-08-04T08:30:40Z<p>Chilroy: Removed Cleric use of Alter Terrain</p>
<hr />
<div>{{5e Spell<br />
|name=Alter Terrain<br />
|school=Transmutation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=10 minutes<br />
|range=Self<br />
|comp=V, M (A piece of the desired terrain)<br />
|dur=1 hour<br />
|summary=You change the terrain of the nearby environment.<br />
}}<br />
<br />
You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: '''Arctic''', '''Coast''', '''Desert''', '''Forest''', '''Grassland''', '''Mountain''', '''Swamp''', or the '''Underdark'''. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain. <br />
<br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186259Gun Witch (5e Class)2019-06-21T04:06:43Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]; One weapon chosen may be treated as 10th generation Ancestral weapon and will gain a feat when you reach 3rd level. ''(Consult your GM before declaring a weapon as an ancestral weapon.)''<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186258Gun Witch (5e Class)2019-06-21T04:06:16Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]; One weapon chosen may be treated as 10th generation Ancestral weapon and will gain a feat when you reach 3rd level. (Consult your GM before declaring a weapon as an ancestral weapon.)<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186257Gun Witch (5e Class)2019-06-21T04:04:06Z<p>Chilroy: Balances issues for feat given by ancestral weapons.</p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]; One weapon chosen may be treated as 10th generation Ancestral weapons that will gain a feat after level 3.<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186256Gun Witch (5e Class)2019-06-21T03:58:15Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]], All of which may be treated as 10th generation Ancestral weapons that will gain features after level 3.<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186255Gun Witch (5e Class)2019-06-21T03:57:01Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186254Gun Witch (5e Class)2019-06-21T03:56:08Z<p>Chilroy: Undo revision 1186252 by Chilroy (talk)</p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|item5a=All weapons may be treated as 10th generation Ancestral weapons that will gain feats after level 3.<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186252Gun Witch (5e Class)2019-06-21T03:54:50Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=All weapons may be treated as 10th generation Ancestral weapons that will gain feats after level 3.<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186251Gun Witch (5e Class)2019-06-21T03:54:18Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|item5a=All weapons may be treated as 10th generation Ancestral weapons that will gain feats after level 3.<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186250Gun Witch (5e Class)2019-06-21T03:53:56Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|item5a=[[Ancestral_Weapon_(5e_Equipment)|All weapons may be treated as 10th generation Ancestral weapons that will gain feats after level 3.]]<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1186249Gun Witch (5e Class)2019-06-21T03:53:29Z<p>Chilroy: Adjusting for addition of ancestral weapon homebrew.</p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow].<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|item4a=[[Ancestral_Weapon_(5e_Equipment)|All weapons may be treated as 10th generation Ancestral weapons that will gain feats after level 3.]]<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1185237Gun Witch (5e Class)2019-06-18T03:27:14Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1185234Gun Witch (5e Class)2019-06-18T03:25:59Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spells you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Gun_Witch_(5e_Class)&diff=1185230Gun Witch (5e Class)2019-06-18T03:19:15Z<p>Chilroy: </p>
<hr />
<div>== Gun Witch ==<br />
<br />
One shot. Two shots. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the sense with the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.<br />
<br />
As hordes of enemies close in a blaze of magical shots fire off obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. Each enemy strengthening their resolve, becoming less like a gunslinger and more like a force of nature.<br />
<br />
This class is very much a mixture of Weird West, Witch, and Gunslinger tropes. This ideal for a ranged fighter using arcane tricks, especially with its half caster spellcasting. <br />
<br />
=== Weird, Wild Gunslingers ===<br />
<br />
''"The exalted order of Gun Witches was founded in R.E. 3440 and is the fourth order of witches after the Blade witches. Needless to say, it is by far the most feared."'' - Tales of the Multiverse.<br />
<br />
Gun Witches are not proper sorcerers, though they do make use of the arcane arts in some of their techniques. They are best known for being trained in extreme forms of firearm based martial arts. Over the millennia, the original Order descended into legend as the legendary warrior-magicians became myth, but a few lived on creating covens that live on to teach the art of weapon hexing and using special components along with materials to cast spells through these explosive weapons. The sole creators of a mysterious gunpowder crafted with dark alchemy and ammunition inscribed with hex-runes. Most Gun Witches now a days are notorious bounty hunters, using the bounties to fund their covens. <br />
<br />
=== Creating a Gun Witch ===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://i.gyazo.com/638639a0717c9c24429fa148955187a0.png<br />
|-<br />
|Layla Brimstone, [https://killsixbilliondemons.com/comic/ksbd-3-52/ KSBD 3-52]; Artist: Tom Parkinson-Morgan<br />
|}<br />
<br />
As you create your Gun Witch character, consider the circumstances of the training that gave you your particular capabilities. Did you train with a single mentor, learning under a hedge witch who had access to crude firearms? Or did you become part of a militia-coven that protected a settlement from the supernatural or strange dangers surrounding the town? What caused you to break away from your training? How did you learn your skills? On the road as a lone traveler? Or as someone desperate to survive? Or did you use your training for a newfound occupation? You might be a hedge witch yourself that came across a coven of Gun Witches training in the solitude of an ancient sanctuary. How did you stumble upon the methods of mixing the arcane arts with gun fighting? <br />
<br />
How do you continue creating your mysterious hexes? Do you run an alchemy gig on the side? How did you choose your Familiar Weapon? How is it special to you? Have you give it a name? Is it a sentient weapon? Or is it just the best weapon in your hands? Is your adventuring career a continuation of your work, attempting to learn more of the strange teachings that guide your ways, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to travelling with new allies, or do you welcome the relief from solitude that they offer?<br />
<br />
;Quick Build<br />
You can make a Gun Witch quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. Second, choose the Bounty Hunter or Far Traveler background. Third, choose the Pistol, the Component Pouch with 20 Bullets, and the [[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]. As an aside, the rules for firearms are in the pg.267 of the ''Dungeon Master's Guide''. If you're running a campaign with no guns, this class can function with the regular ranged options in the ''Player's Handbook''.<br />
<br />
{{5e Class Features<br />
|name=Gun Witch<br />
|summary= A class inspired by weird west style gunslingers and K6BD's Gun Witches; a spellcasting warrior that combines spells and ranged weapons into a deadly combination.<br />
|hd=6<br />
|spellcasting=half<br />
|armor=None<br />
|weapons=Simple Ranged Weapons, Martial Ranged Weapons<br />
|tools=Alchemist’s supplies, Smith's Tools<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose any two and {{5s|Arcana}}<br />
|item1a=Pistol <br />
|item1b=[[5e SRD:Crossbow, Hand|two hand crossbows]]<br />
|item1c=[[5e SRD:Crossbow, Light|light crossbow]]<br />
|item2a=a Component Pouch with 20 Bullets<br />
|item2b=[[5e SRD:Crossbow Bolts (20)|a Quiver of 20 Bolts]]<br />
|item2c=<br />
|item3a=[[5e SRD:Equipment Packs#Scholar's Pack|a scholar's pack]]<br />
|item3b=[[5e SRD:Equipment Packs#Explorer's Pack|an explorer's pack]]<br />
|item3c=<br />
|item4a=a Gunpowder Horn, a Musket, a Pistol and 10 Bullets<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=[[#Weapon Hex|Weapon Hex]], [[#Familiar Weapon|Familiar Weapon]]<br />
|classfeatures2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]] <br />
|classfeatures3=[[#Witch Coven|Witch Coven]], [[#Gunslinger|Gunslinger]]<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures7=Witch Coven feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Improved Weapon Hex, Additional Familiar Weapon<br />
|classfeatures11=Witch Coven feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Calling Card|Calling Card]], [[#Spellslinger|Spellslinger]]<br />
|classfeatures15=Witch Coven feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Dark Craft|Dark Craft]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Weird Quick-draw|Weird Quick-draw]]<br />
|extra1_name=Spells Known<br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Weapon Hex ====<br />
<br />
You hex up to two of weapons. Choose 1 cantrip from the following options: ''[[5e SRD:Acid Splash|Acid Splash]], [[5e SRD:Fire Bolt|Fire Bolt]], Lightning Lure, or [[5e SRD:Ray of Frost| Ray of Frost]]''. Instead of using an attack with your weapon, you can cast your chosen cantrip instead. You must be wielding a hexed weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively. At 6th level, you can use one of your chosen cantrips twice. At 10th level, you can cast your chosen cantrips as a bonus action. It takes up to 1 hour to hex or unhex a weapon, if you lose or replace a hex weapon the ritual to unhex it takes 2 hours.<br />
<br />
==== Familiar Weapon ====<br />
<br />
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon and at 2nd level it can become your Spellcasting Focus. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials. <br />
<br />
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. <br />
<br />
You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an Attack you make with a ranged 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.<br />
<br />
;Ranged Dueling <br />
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage. <br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does. See the general rules of Spellcasting and the [[#Gun Witch Spell List|Gun Witch spell list]].<br />
<br />
;Spell Slots<br />
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch 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.<br />
<br />
For example, if you know the 1st-level spell [[#5e SRD:Witch Bolt|Witch Bolt]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[#5e SRD:Witch Bolt|Witch Bolt]] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level Spells of your choice from the Gun Witch spell list.<br />
<br />
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your Gun Witch spells. The power of your spells comes from the hexes hammered into your weapons. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.<br />
<br />
==== Witch Coven ====<br />
At 3rd level, you chose a Witch Coven. Choose between the [[#Coven of Eyes|Coven of Eyes]] and the [[#Coven of Hexes|Coven of Hexes]], both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
==== Gunslinger ====<br />
<br />
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Calling Card ====<br />
<br />
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (''or roll your die eight times''), you need to finish a short or long rest to reshuffle your deck. <br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:20em;" |Calling Card<br />
|-<br />
|'''Clubs (1-2):''' Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.<br />
|-<br />
|'''Diamonds (3-4):''' Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.<br />
|-<br />
|'''Hearts (5-6):''' State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.<br />
|-<br />
|'''Spades (7-8):''' Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.<br />
|}<br />
<br />
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.<br />
<br />
==== Spellslinger ====<br />
<br />
At the 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spells you can cast, you can cast that spell as bonus action.<br />
<br />
==== Dark Craft ====<br />
<br />
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Spell Attack Bonus to your ranged damage rolls that involve your hex or familiar weapons.<br />
<br />
==== Weird Quick-draw ====<br />
<br />
You are an unparalleled in your reflexes, enhanced by mysterious arcane arts. Gain a number of quick-draw dice equal to half your level. These quick-draw dice are d6s. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You need to finish a long rest to refresh these dice.<br />
<br />
==Gun Witch Covens==<br />
<br />
=== Coven of Eyes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/7yKRnJQ.png|Gun Witch of Eyes; Artist:[https://www.artstation.com/mauricioillustration/ Mauricio Guimaraes]}}<br />
<br />
It's all about the eyes. Eyes are the window to the soul, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Coven of Eyes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the Coven.<br />
<br />
'''Coven of Eyes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Eyes Magic, Darkest Sight, Witch Eyes<br />
|-<br />
|7th<br />
|Sight Beyond Sight<br />
|-<br />
|11th<br />
|Witch's Brew<br />
|-<br />
|15th<br />
|Unnatural Precision<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Eyes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Eyes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Enhance Ability|Enhance Ability]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:See Invisibility|See Invisibility]]''<br />
|-<br />
|9th<br />
|''[[5e_SRD:Clairvoyance|Clairvoyance]]''<br />
|-<br />
|13th<br />
|''[[5e SRD:Locate Creature|Locate Creature]]''<br />
|-<br />
|17th<br />
|''[[5e SRD:Arcane Eye|Arcane Eye]]''<br />
|-<br />
|}<br />
<br />
;{{#anc: Darkest Sight}}<br />
At 3rd level, you gain Darkvision out to a range of 30 feet. If you already have Darkvision from your race, its range increases by 30 feet. At night, its range increases by 30 feet.<br />
<br />
You are also better at fighting enemies while shrouded in darkness. While in darkness, you gain +2 AC and attack rolls.<br />
<br />
;{{#anc: Witch Eyes}}<br />
At 3rd level, your eyes change to your weird, animalistic nature. You learn the [[5e_SRD:Find_Familiar|Find Familiar]] spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.<br />
<br />
:'''Avian Eyes.'''<br />
:Your familiar is limited to: [[5e SRD:Hawk|hawk]], [[5e SRD:Owl|owl]], and [[5e SRD:Raven|raven]]. You have advantage on {{5a|wis}} ([[5e_SRD:Perception_Skill|Perception]]) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.<br />
<br />
:'''Feline Gaze.'''<br />
:Your familiar is limited to: [[5e SRD:Cat|cat]]. You have advantage on {{5a|dex}} ([[5e SRD:Acrobatics Skill|Acrobatics]]) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.<br />
<br />
:'''Serpentine View.'''<br />
:Your familiar is limited to: [[5e SRD:Lizard|lizard]] or [[5e SRD:Poisonous Snake|poisonous snake]]. You have advantage on {{5a|dex}} ([[5e SRD:Stealth Skill|Stealth]]) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.<br />
<br />
;{{#anc: Sight Beyond Sight}}<br />
At 7th level, inscribe an eye-like mark on a weapon or piece of clothing. As long as you are wielding or wearing that item you gain +1 to your Passive {{5s|Perception}} while your eyes are closed, you cannot be [[5e_SRD:Conditions#Blinded|Blinded]], and enemies do not gain any benefit from half cover when you act against them.<br />
<br />
;{{#anc: Witch's Brew}}<br />
At 11th level, you become better a crafting potions and brews to augment your sight. You gain expertise with Alchemist’s supplies. You also gain the ability to craft two unique potions. You need to have the materials to store these potions to make them, such as a [[5e SRD:Flask or Tankard|Flask]], a [[5e SRD:Bottle, Glass|Glass Bottle]], a [[5e SRD:Vial|Vial]], or [[5e SRD:Waterskin|Waterskin]].<br />
<br />
* '''Dead Eye Ale.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, your next two ranged attack have advantage and roll with a +2 bonus. The white of your eyes become pitch black while under the effects of this potion.<br />
<br />
* '''Feral Fair Lady Elixir.''' After you drink this potion, whether it is before combat or using the [[5e SRD:Use an Object Action|use an object action]] during combat, you have heightened animal instincts. Roll a 1d6. You gain that many temporary hit points, subtract that number from your attack rolls and add that number to your damage rolls. While under the effects of this potion, add that same number to any {{5a|wis}} ([[5e SRD:Perception Skill|Perception]]) checks. Your eyes seem be like that of a wild beast. When you lose these temporary hit points, you return to normal.<br />
<br />
;{{#anc: Unnatural Precision}}<br />
At 15th level, you can cause your ammunition to change course mid-air. Whenever you roll an attack, you can choose to add your Spell Attack bonus to the attack roll. This attack ignores three-quarters cover and full cover. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
----<br />
<br />
=== Coven of Hexes ===<br />
<br />
{{5e Image|float:right|https://i.imgur.com/ss5mVMi.png|[https://rkdvanguard.tumblr.com/post/183484734079/taking-out-miss-dolores-snakeyes-venegas-out-for/ Miss Dolores “Snakeyes” Venegas]; Artist:[https://www.patreon.com/GrinningOwl/ Christopher Rogers]}}<br />
<br />
Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.<br />
<br />
'''Coven of Hexes Features'''<br />
<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:25em;" |Feature<br />
|-<br />
|3rd<br />
|Coven of Hexes Magic, Customized Weapons, Roll the Hexes<br />
|-<br />
|7th<br />
|Hexed Ammunition<br />
|-<br />
|11th<br />
|Deadly Hexes<br />
|-<br />
|15th<br />
|Hexmeister<br />
|-<br />
|}<br />
<br />
;{{#anc:Coven of Hexes Magic}}<br />
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.<br />
<br />
'''Coven of Hexes Spells'''<br />
{| class="wikitable" style="text-align: left;"<br />
|-<br />
! style="width:5em;" |Gun Witch Level<br />
! style="width:10em;" |Spell<br />
|-<br />
|3rd<br />
|''[[5e SRD:Mending|Mending]]''<br />
|-<br />
|5th<br />
|''[[5e SRD:Locate Object|Locate Object]]''<br />
|-<br />
|9th<br />
|''[[5e SRD:Glyph of Warding|Glyph of Warding]]''<br />
|-<br />
|13th<br />
|''Elemental Bane''<br />
|-<br />
|17th<br />
|''[[5e SRD:Legend Lore|Legend Lore]]''<br />
|-<br />
|}<br />
<br />
<br />
;{{#anc: Customized Weapons}}<br />
At 3rd level, you gain proficiency with [[Hidden_(5e_Variant_Rule)|hidden]] weapons and all your weapons gain the [[Hidden_(5e_Variant_Rule)|hidden]] property ([[5e_SRD:Weapon_Properties#Two-Handed|two-handed]] and [[5e_SRD:Weapon_Properties#Versatile|versatile]] fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.<br />
<br />
;{{#anc: Roll the Hexes}}<br />
At 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.<br />
<br />
* '''2-6.''' Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.<br />
* '''7-9.''' Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a {{5a|dex}} saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn. <br />
* '''10-12.''' Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as [[5e SRD:Cover|half cover]]. This smoke lasts until the end of your next turn.<br />
<br />
After roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (''Ex. at 7th level, you can roll the hexed trinkets four times and etc''). If you lose these trinkets, the process to replace them takes an hour.<br />
<br />
;{{#anc: Hexed Ammunition}}<br />
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.<br />
<br />
* '''Banshee Hex Ammunition.''' On a successful hit, the enemy must succeed a {{5a|wis}} saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.<br />
* '''Behir Hex Ammunition.''' On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a {{5a|con}} saving throw or become stunned.<br />
<br />
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks. <br />
<br />
;{{#anc: Deadly Hexes}}<br />
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.<br />
<br />
;{{#anc: Hexmeister}}<br />
<br />
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your {{5a|int}} modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.<br />
<br />
In addition to this, you can use the remaining cantrips on the [[#Weapon Hex|Weapon Hex]] list with your hexed weapons. You also learn a third ammunition hex.<br />
<br />
* '''Witch Hex Ammunition.''' On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn. <br />
<br />
== Gun Witch Spell List ==<br />
<br />
Here’s the list of spells you consult when you learn a Gun Witch spell. The list is organized by spell level, not character level. You have access to all of the spells on the basic Gun Witch spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''Charm Person, Color Spray, Compelled Duel, Detect Magic, Expeditious Retreat, Faerie Fire, Feather Fall, Hex, Magic Missile, Ice Knife, Witch Bolt''<br />
<br />
;2nd Level<br />
''Acid Arrow, Blur, Blindness/Deafness, Cloud Of Daggers, Cordon Of Arrows, Heat Metal, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics''<br />
<br />
;3rd Level<br />
''Conjure Barrage, Dispel Magic, Elemental Weapon, Fear, Fly, Hypnotic Pattern, Lightning Arrow, Magic Circle, Slow''<br />
<br />
;4th Level<br />
''Blight, Fire Shield, Freedom of Movement, Greater Invisibility''<br />
<br />
;5th Level<br />
''Conjure Volley, Passwall, Swift Quiver, Mislead''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gun Witch class, you must meet these prerequisites: 13 {{5a|dex}} and {{5a|int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the Gun Witch class, you gain the following proficiencies: Martial Ranged Weapons<br />
<br />
<br />
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[[Category:Class]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Alter_Terrain_(5e_Spell)&diff=1183963Alter Terrain (5e Spell)2019-06-13T04:33:18Z<p>Chilroy: </p>
<hr />
<div>{{5e Spell<br />
|name=Alter Terrain<br />
|school=Transmutation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=10 minutes<br />
|range=Self<br />
|comp=V, M (A piece of the desired terrain)<br />
|dur=1 hour<br />
|summary=You change the terrain of the nearby environment.<br />
}}<br />
<br />
You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: '''Arctic''', '''Coast''', '''Desert''', '''Forest''', '''Grassland''', '''Mountain''', '''Swamp''', or the '''Underdark'''. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain. <br />
<br />
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[[Category:DnD]]<br />
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[[Category:Spell]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Alter_Terrain_(5e_Spell)&diff=1183962Alter Terrain (5e Spell)2019-06-13T04:32:54Z<p>Chilroy: </p>
<hr />
<div>{{5e Spell<br />
|name=Alter Terrain<br />
|school=Transmutation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=10 minutes<br />
|range=Self<br />
|comp=V, M (A piece of the desired terrain)<br />
|dur=1 hour<br />
|summary=You change the terrain of the nearby environment.<br />
}}<br />
<br />
You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: '''Arctic''', '''Coast''', '''Desert''', '''Forest''', '''Grassland''', '''Mountain''', '''Swamp''', or the '''Underdark'''. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain. <br />
<br />
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[[Category:<!--class name--> <!--level-->]]<!--repeat for every class which can cast this spell--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Alter_Terrain_(5e_Spell)&diff=1183961Alter Terrain (5e Spell)2019-06-13T04:31:58Z<p>Chilroy: Created page with "{{5e Spell |name=Alter Terrain |school=Transmutation |ritual=<!--"yes" or leave blank--> |lvl=2nd |casttime=10 minutes |range=Self |comp=V, M (A piece of the desired terrain)..."</p>
<hr />
<div>{{5e Spell<br />
|name=Alter Terrain<br />
|school=Transmutation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=10 minutes<br />
|range=Self<br />
|comp=V, M (A piece of the desired terrain)<br />
|dur=1 hour<br />
|summary=You change the terrain of the nearby environment.<br />
}}<br />
<br />
You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or the Underdark. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain. <br />
<br />
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[[Category:<!--class name--> <!--level-->]]<!--repeat for every class which can cast this spell--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Rakshasa,_Variant_(5e_Race)&diff=1182154Rakshasa, Variant (5e Race)2019-06-07T17:48:42Z<p>Chilroy: </p>
<hr />
<div>==Rakshasa==<br />
''"Slay me once, shame on you. Slay me twice, shame on me."''<br />
—Rakshasa maxim<br />
<br />
===Physical Description===<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|http://www.artofmtg.com/wp-content/uploads/2014/08/Khans-of-Tarkir-Intro-Pack-Rare-Alternate-Art-41.jpg<br />
|-<br />
|Artist: Peter Mohrbache<br />
|}<br />
<br />
Rakshas are fiends from the Nine Hells, which are about the same height and weight as humans, which have the appearance of human tigers. Their palms are where the backs of their hands would be on a human, causing their hands to be backwards. Aside from this deformity, their appearance can be of any tiger, provided it would be humanoid.<br />
<br />
===History===<br />
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.<br />
<br />
===Society===<br />
Rakshasas tend to live in the society of common humanoids, with humans being the most common for them to live inside, as they masquerade as people that are powerful or influential, such as a noble, a cardinal, or an immensely wealthy merchant. In the Nine Hells, they are seen as outsiders, due to them attempting to reject their nature as devils to become new beings.<br />
<br />
===Rakshasa Names===<br />
Rakshasa names, due to them being mostly devils transformed into tiger-like beings, take their names from the Infernal language. However, many choose to masquerade among other races, and their custom is to take their name from a more human sounding, yet exotic, language.<br />
<br />
'''Male:''' Agni, Amani, Baqi, Basir, Ezhil, Hasan, Iskandar, Raja, Murad, Preem-Pramoda<br />
<br />
'''Female:''' Aaliya, Akanksha, Chandra, Deva, Ishta, Jaya, Kali, Pree-Lavanya, Rajani, Zahida <br />
<br />
===Rakshasa Traits===<br />
{{5e Racial Traits<br />
|summary= The cat-shaped demons known as rakshasa are manipulative, tiger-like fiends. <br />
|abilities=Your {{5a|cha}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Rakshasas do not typically age, due to them being converted from devils, however, natural-born rakshasas are considered mature by age 17, and can live to be 200.<br />
|alignment=Almost all converted devil Rakshasa are of the Evil alignment, though a few exceptions may occur, while natural-born rakshasas lean closer to Evil alignments than most humanoids, but are not always it.<br />
|size=Rakshasas of all varieties are around the same height and weight as humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1=Your infernal blood allows you to see in the darkness easily. {{5e Darkvision}}<br />
|trait2=Cat's Tongue<br />
|description2=You are proficient in the {{5s|Deception}} skill.<br />
|trait3=Deformed Claws<br />
|description3= Your backwards claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your {{5a|str}} or {{5a|dex}} modifier, instead of the bludgeoning damage normal for an unarmed strike. <br />
|trait4=Infernal<br />
|description4=Your creature type is both humanoid and fiend. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.<br />
|trait5=Magic Resistance<br />
|description5=When you fail a saving throw against a spell or other magical effect, you can re-roll the die and must use the new roll. You regain use of this feature when you complete a long rest.<br />
|trait6=Innate Spellcasting<br />
|description6=You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Detect Thoughts}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells. <br />
|languages= You can speak, read, and write Common and Infernal.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Rakshasa<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d12<br />
|weight=110 <br />
|weightmod=1d6<br />
}}<br />
<br />
===Rakshasa Quirks===<br />
You can select, roll, or adapt a Rakshasa-specific quirk from the Rakshasa Quirks table. Use the quirk to inform how you portray your character. <br />
{| class="5e" style="text-align: left;"<br />
! d6 || Rakshasa Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your hands look like regular humanoid hands but are double-jointed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || You constantly say short adages, maxims and proverbs about situations & how they relate to being a Rakshasa. They are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You never eat any food that isn't meat, and openly (or secretly!) nurse a desire for human flesh.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || You can't help yourself when wealth, money, power, secrets or treasure is involved. You'll risk anything to gain wealth, power and status.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || You carry symbols of all the gods you know, hoping that you might be spared their wrath while you are on the Material Plane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You enjoy betraying people for no reason. It just brings you great pleasure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Fiend Type]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Rakshasa,_Variant_(5e_Race)&diff=1182153Rakshasa, Variant (5e Race)2019-06-07T17:47:06Z<p>Chilroy: </p>
<hr />
<div>==Rakshasa==<br />
''"Slay me once, shame on you. Slay me twice, shame on me."''<br />
—Rakshasa maxim<br />
<br />
===Physical Description===<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|http://www.artofmtg.com/wp-content/uploads/2014/08/Khans-of-Tarkir-Intro-Pack-Rare-Alternate-Art-41.jpg<br />
|-<br />
|Artist: Peter Mohrbache<br />
|}<br />
<br />
Rakshas are fiends from the Nine Hells, which are about the same height and weight as humans, which have the appearance of human tigers. Their palms are where the backs of their hands would be on a human, causing their hands to be backwards. Aside from this deformity, their appearance can be of any tiger, provided it would be humanoid.<br />
<br />
===History===<br />
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.<br />
<br />
===Society===<br />
Rakshasas tend to live in the society of common humanoids, with humans being the most common for them to live inside, as they masquerade as people that are powerful or influential, such as a noble, a cardinal, or an immensely wealthy merchant. In the Nine Hells, they are seen as outsiders, due to them attempting to reject their nature as devils to become new beings.<br />
<br />
===Rakshasa Names===<br />
Rakshasa names, due to them being mostly devils transformed into tiger-like beings, take their names from the Infernal language. However, many choose to masquerade among other races, and their custom is to take their name from a more human sounding, yet exotic, language.<br />
<br />
'''Male:''' Agni, Amani, Baqi, Basir, Ezhil, Hasan, Iskandar, Raja, Murad, Preem-Pramoda<br />
<br />
'''Female:''' Aaliya, Akanksha, Chandra, Deva, Ishta, Jaya, Kali, Pree-Lavanya, Rajani, Zahida <br />
<br />
===Rakshasa Traits===<br />
{{5e Racial Traits<br />
|summary= The cat-shaped demons known as rakshasa are manipulative, tiger-like fiends. <br />
|abilities=Your {{5a|cha}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Rakshasas do not typically age, due to them being converted from devils, however, natural-born rakshasas are considered mature by age 17, and can live to be 200.<br />
|alignment=Almost all converted devil Rakshasa are of the Evil alignment, though a few exceptions may occur, while natural-born rakshasas lean closer to Evil alignments than most humanoids, but are not always it.<br />
|size=Rakshasas of all varieties are around the same height and weight as humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1=Your infernal blood allows you to see in the darkness easily. {{5e Darkvision}}<br />
|trait2=Cat's Tongue<br />
|description2=You are proficient in the {{5s|Deception}} skill.<br />
|trait3=Deformed Claws<br />
|description3= Your backwards claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your {{5a|str}} or {{5a|dex}} modifier, instead of the bludgeoning damage normal for an unarmed strike. <br />
|trait4=Infernal<br />
|description4=Your creature type is both humanoid and fiend. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.<br />
|trait5=Magic Resistance<br />
|description5=When you fail a saving throw against a spell or other magical effect, you can re-roll the die and must use the new roll. You regain use of this feature when you complete a long rest.<br />
|trait6=Innate Spellcasting<br />
|description6=You know the ''{{5e|Friends}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Detect Thoughts}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|Suggestion}}'' spell once and need to finish a long rest before you can cast it again. {{5a|cha}} is your spellcasting ability for these spells. <br />
|languages= You can speak, read, and write Common and Infernal.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Rakshasa<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d12<br />
|weight=110 <br />
|weightmod=1d6<br />
}}<br />
<br />
===Rakshasa Quirks===<br />
You can select, roll, or adapt a Rakshasa-specific quirk from the Rakshasa Quirks table. Use the quirk to inform how you portray your character. <br />
{| class="5e" style="text-align: left;"<br />
! d6 || Rakshasa Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your hands look like regular humanoid hands but are double-jointed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || You constantly say short adages, maxims and proverbs about situations & how they relate to being a Rakshasa. They are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You never eat any food that isn't meat, and openly (or secretly!) nurse a desire for<br />
human flesh.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || You can't help yourself when wealth, money, power, secrets or treasure is involved. <br />
You'll risk anything to gain wealth, power and status.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || You carry symbols of all the gods you know, hoping that you might be spared their wrath<br />
while you are on the Material Plane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You enjoy betraying people for no reason. It just brings you great pleasure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Fiend Type]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Type-25_Directed_Energy_Pistol_(5e_Equipment)&diff=1180470Type-25 Directed Energy Pistol (5e Equipment)2019-06-03T05:14:15Z<p>Chilroy: Spelling correction. Changed lightening to lightning.</p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Type-25 Directed Energy Pistol<br />
|damage=2d6 lightning<br />
|cost=6000 gp <br />
|weight= 10 lbs.<br />
|properties=(range 20/150), 1 handed, light, plasma cartridges<br />
|description= Also known as the plasma pistol, the type-25 directed energy pistol releases a supercharged bolt of plasma which creates an electromagnetic pulse. <br />
<br />
'''''Plasma Cartridge''''' This weapon uses a single plasma cartridge as ammunition. Each shot uses 10% of its charge, and reloading takes an action or bonus action. <br />
<br />
'''''Small Armament''''' When making an attack against an enemy within 5 feet, you do not have disadvantage. <br />
<br />
'''''Super Heated''''' Attacks deal double damage against temporary hit points. <br />
<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://vignette.wikia.nocookie.net/halo/images/f/f4/H2A_Render_CovenantCarbine.png/revision/latest?cb=20160501005224|A Type-25.}}<br />
|}<br />
{{Copyright Disclaimer|franchise=Halo|owner=Microsoft}}<br />
[[Category:Firearm]]<br />
[[Category:Futuristic]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Precognitive_Perception_(5e_Spell)&diff=1179702Precognitive Perception (5e Spell)2019-06-01T09:24:12Z<p>Chilroy: </p>
<hr />
<div>{{5e Spell<br />
|name=Precognitive Perception<br />
|school=Divination<br />
|ritual=yes<br />
|lvl=4th<br />
|casttime=1 action; or Alternatively, 1 reaction when a creature makes an attack roll against you.<br />
|range=Self<br />
|comp=V, S, M (An Empty Scroll)<br />
|dur=Conc. Up to 10 minutes; or Instantaneous<br />
}}<br />
<br />
You begin to channel and see into the weave of time itself and attempt to discern future events. Choose one: Your GM tells you about one future enemy, a nearby locale of upcoming interest, or the name of a person of future public interest. This information appears scrawled on your scroll in a language or script, of your choice, you can understand. The spell doesn’t take into account any possible circumstances that might change the outcome, such as local changes or the loss or gain of a person of interest. Once this ritual is complete, you gain +2 Passive Perception and +1 AC for the next 3 hours - it cannot be used again, even as a reaction, until a day has passed.<br />
<br />
If used as a reaction, this spell ignores the Concentration and Ritual tags. Your precognitive sense becomes alerted to the upcoming danger. You temporarily gain +3 AC until the end of the attacking creature's turn and cause the attacking creature to re-roll the attack at a disadvantage. Once this spell is used as a reaction, it cannot be used for the next 3 hours as anything other than a reaction.<br />
<br />
<br />
----<br />
<br />
{{5e Cleric Spells Breadcrumb}}<br/><!--if this cannot be cast by Cleric, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Cleric 4]]<br />
[[Category:Wizard 4]]</div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Rakshasa,_Variant_(5e_Race)&diff=1177093Rakshasa, Variant (5e Race)2019-05-26T06:15:49Z<p>Chilroy: </p>
<hr />
<div>==Rakshasa==<br />
''"Slay me once, shame on you.<br />
'''Slay me twice, shame on me'''."''<br />
—Rakshasa maxim<br />
<br />
===Physical Description===<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|http://www.artofmtg.com/wp-content/uploads/2014/08/Khans-of-Tarkir-Intro-Pack-Rare-Alternate-Art-41.jpg<br />
|-<br />
|Artist: Peter Mohrbache<br />
|}<br />
<br />
Rakshas are fiends from the Nine Hells, which are about the same height and weight as humans, which have the appearance of human tigers. Their palms are where the backs of their hands would be on a human, causing their hands to be backwards. Aside from this deformity, their appearance can be of any tiger, provided it would be humanoid.<br />
<br />
===History===<br />
<br />
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.<br />
<br />
===Society===<br />
<br />
Rakshasas tend to live in the society of common humanoids, with humans being the most common for them to live inside, as they masquerade as people that are powerful or influential, such as a noble, a cardinal, or an immensely wealthy merchant. In the Nine Hells, they are seen as outsiders, due to them attempting to reject their nature as devils to become new beings.<br />
<br />
===Rakshasa Names===<br />
Rakshasa names, due to them being mostly devils transformed into tiger-like beings, take their names from the Infernal language. However, many choose to masquerade among other races, and their custom is to take their name from a more human sounding, yet exotic, language.<br />
<br />
'''Male:''' Agni, Amani, Baqi, Basir, Ezhil, Hasan, Iskandar, Raja, Murad, Preem-Pramoda<br />
<br />
'''Female:''' Aaliya, Akanksha, Chandra, Deva, Ishta, Jaya, Kali, Pree-Lavanya, Rajani, Zahida <br />
<br />
===Rakshasa Traits===<br />
{{5e Racial Traits<br />
|summary= The cat-shaped demons known as rakshasa are manipulative, tiger-like fiends. <br />
|abilities=Your {{5a|cha}} score increases by 2.<br />
|age=Rakshasas do not typically age, due to them being converted from devils, however natural-born rakshasas are considered mature by age 17, and can live to be 200.<br />
|alignment=Almost all converted devil Rakshasa are of the Evil alignment, though a few exceptions may occur, while natural-born rakshasas lean closer to Evil alignments than most humanoids, but are not always it.<br />
|size=Rakshasas of all varieties are around the same height and weight as humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1=Your infernal blood allows you to see in the darkness as easily as though see through the light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Cat's Tongue<br />
|description2=You are proficient in the {{5s|Deception}} skill.<br />
|trait3=Deformed Claws<br />
|description3=Your claws are backwards, or deformed in some strange way, making them very confusing to others. You have advantage against being grappled, and your unarmed strikes deal 1d4 slashing damage.<br />
|trait4=Infernal Bloodline<br />
|description4=You have resistance to fire damage and are vulnerable to radiant damage. In addition to being a humanoid, you are also considered a fiend. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Two subraces of Rakshasa exist: Infernal Rakshasa and Natural Rakshasa.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Infernal Rakshasa====<br />
Rakshasas that were originally devils, and changed themselves through a ritual into rakshasas or were summoned through a ritual, are known as this type of subrace.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Magic Resistance<br />
|description1=You have advantage on Saving Throws against Spells and other magical Effects.<br />
|trait2=Innate Spellcasting<br />
|description2= You know the {{5e|Friends}} cantrip. You can cast {{5e|Animal Friendship}} an unlimited number of times with this trait, but you can target only cats with it. Starting at 3rd level, you can also cast {{5e|Suggestion}} with this trait. Once you cast it, you can’t do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells. <br />
}}<br />
<br />
====Natural Rakshasa====<br />
Natural-Born rakshasas are ones that were born from rakshasa parents or the union of a rakshasa and another humanoid, and are the only cases of 'true' rakshasas.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Deformed Neck<br />
|description1=Your head can spin 360 degrees around. Due to this, your passive Perception score adds your Dexterity modifier to it, as a bonus.<br />
|trait2=Pounce<br />
|description2=When you use the Dash action, you may make an unarmed strike as a bonus action.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Rakshasa<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d12<br />
|weight=110 <br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Rakshasa Quirks===<br />
You can select, roll, or adapt a Rakshasa-specific quirk from the Rakshasa Quirks table. Use the quirk to inform how you portray your character. <br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d6 || Rakshasa Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your hands are look like regular humanoid hands, but are double-jointed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || You constantly say short adages, maxims and proverbs about situations & how they <br />
relate to being a Rakshasa. They are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You never eat any food that isn't meat, and openly (or secretly!) nurse a desire for<br />
human flesh.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || You can't help yourself when wealth, money, power, secrets or treasure is involved. <br />
You'll risk anything to gain wealth, power and status.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || You carry symbols of all the gods you know, hoping that you might be spared their wrath<br />
while you are on the Material Plane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You enjoy betraying people for no reason. It just brings you great pleasure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Fiend Type]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Rakshasa,_Variant_(5e_Race)&diff=1177034Rakshasa, Variant (5e Race)2019-05-26T03:01:34Z<p>Chilroy: </p>
<hr />
<div>==Rakshasa==<br />
''"Slay me once, shame on you.<br />
'''Slay me twice, shame on me'''."''<br />
—Rakshasa maxim<br />
<br />
===Physical Description===<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|http://www.artofmtg.com/wp-content/uploads/2014/08/Khans-of-Tarkir-Intro-Pack-Rare-Alternate-Art-41.jpg<br />
|-<br />
|Artist: Peter Mohrbache<br />
|}<br />
<br />
Rakshas are fiends from the Nine Hells, which are about the same height and weight as humans, which have the appearance of human tigers. Their palms are where the backs of their hands would be on a human, causing their hands to be backwards. Aside from this deformity, their appearance can be of any tiger, provided it would be humanoid.<br />
<br />
===History===<br />
<br />
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.<br />
<br />
===Society===<br />
<br />
Rakshasas tend to live in the society of common humanoids, with humans being the most common for them to live inside, as they masquerade as people that are powerful or influential, such as a noble, a cardinal, or an immensely wealthy merchant. In the Nine Hells, they are seen as outsiders, due to them attempting to reject their nature as devils to become new beings.<br />
<br />
===Rakshasa Names===<br />
Rakshasa names, due to them being mostly devils transformed into tiger-like beings, take their names from the Infernal language. However, many choose to masquerade among other races, and their custom is to take their name from a more human sounding, yet exotic, language.<br />
<br />
'''Male:''' Agni, Amani, Baqi, Basir, Ezhil, Hasan, Iskandar, Raja, Murad, Pree-Pramoda<br />
<br />
'''Female:''' Aaliyah, Akanksha, Chandra, Devi, Hira, Isha, Jaya, Kali, Lavanya, Rajani, Sovanna, Zahida <br />
<br />
===Rakshasa Traits===<br />
{{5e Racial Traits<br />
|summary= The cat-shaped demons known as rakshasa are manipulative, tiger-like fiends. <br />
|abilities=Your {{5a|cha}} score increases by 2.<br />
|age=Rakshasas do not typically age, due to them being converted from devils, however natural-born rakshasas are considered mature by age 17, and can live to be 200.<br />
|alignment=Almost all converted devil Rakshasa are of the Evil alignment, though a few exceptions may occur, while natural-born rakshasas lean closer to Evil alignments than most humanoids, but are not always it.<br />
|size=Rakshasas of all varieties are around the same height and weight as humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1=Your infernal blood allows you to see in the darkness as easily as though see through the light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Cat's Tongue<br />
|description2=You are proficient in the {{5s|Deception}} skill.<br />
|trait3=Deformed Claws<br />
|description3=Your claws are backwards, or deformed in some strange way, making them very confusing to others. You have advantage against being grappled, and your unarmed strikes deal 1d4 slashing damage.<br />
|trait4=Infernal Bloodline<br />
|description4=You have resistance to fire damage and are vulnerable to radiant damage. In addition to being a humanoid, you are also considered a fiend. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Two subraces of Rakshasa exist: Infernal Rakshasa and Natural Rakshasa.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Infernal Rakshasa====<br />
Rakshasas that were originally devils, and changed themselves through a ritual into rakshasas or were summoned through a ritual, are known as this type of subrace.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Magic Resistance<br />
|description1=You have advantage on Saving Throws against Spells and other magical Effects.<br />
|trait2=Innate Spellcasting<br />
|description2= You know the {{5e|Friends}} cantrip. You can cast {{5e|Animal Friendship}} an unlimited number of times with this trait, but you can target only cats with it. Starting at 3rd level, you can also cast {{5e|Suggestion}} with this trait. Once you cast it, you can’t do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells. <br />
}}<br />
<br />
====Natural Rakshasa====<br />
Natural-Born rakshasas are ones that were born from rakshasa parents or the union of a rakshasa and another humanoid, and are the only cases of 'true' rakshasas.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Deformed Neck<br />
|description1=Your head can spin 360 degrees around. Due to this, your passive Perception score adds your Dexterity modifier to it, as a bonus.<br />
|trait2=Pounce<br />
|description2=When you use the Dash action, you may make an unarmed strike as a bonus action.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Rakshasa<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d12<br />
|weight=110 <br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Rakshasa Quirks===<br />
You can select, roll, or adapt a Rakshasa-specific quirk from the Rakshasa Quirks table. Use the quirk to inform how you portray your character. <br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d6 || Rakshasa Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your hands are look like regular humanoid hands, but are double-jointed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || You constantly say short adages, maxims and proverbs about situations & how they <br />
relate to being a Rakshasa. They are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You never eat any food that isn't meat, and openly (or secretly!) nurse a desire for<br />
human flesh.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || You can't help yourself when wealth, money, power, secrets or treasure is involved. <br />
You'll risk anything to gain wealth, power and status.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || You carry symbols of all the gods you know, hoping that you might be spared their wrath<br />
while you are on the Material Plane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You enjoy betraying people for no reason. It just brings you great pleasure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Fiend Type]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Chilroyhttps://www.dandwiki.com/w/index.php?title=Rakshasa,_Variant_(5e_Race)&diff=1177033Rakshasa, Variant (5e Race)2019-05-26T03:00:47Z<p>Chilroy: </p>
<hr />
<div>==Rakshasa==<br />
''"Slay me once, shame on you.<br />
'''Slay me twice, shame on me'''."''<br />
—Rakshasa maxim<br />
<br />
===Physical Description===<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|http://www.artofmtg.com/wp-content/uploads/2014/08/Khans-of-Tarkir-Intro-Pack-Rare-Alternate-Art-41.jpg<br />
|-<br />
|Artist: Peter Mohrbache<br />
|}<br />
<br />
Rakshas are fiends from the Nine Hells, which are about the same height and weight as humans, which have the appearance of human tigers. Their palms are where the backs of their hands would be on a human, causing their hands to be backwards. Aside from this deformity, their appearance can be of any tiger, provided it would be humanoid.<br />
<br />
===History===<br />
<br />
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.<br />
<br />
===Society===<br />
<br />
Rakshasas tend to live in the society of common humanoids, with humans being the most common for them to live inside, as they masquerade as people that are powerful or influential, such as a noble, a cardinal, or an immensely wealthy merchant. In the Nine Hells, they are seen as outsiders, due to them attempting to reject their nature as devils to become new beings.<br />
<br />
===Rakshasa Names===<br />
Rakshasa names, due to them being mostly devils transformed into tiger-like beings, take their names from the Infernal language. However, many choose to masquerade among other races, and their custom is to take their name from a more human sounding, yet exotic, language.<br />
<br />
'''Male:''' Agni, Amani, Baqi, Basir, Ezhil, Hasan, Iskandar, Raja, Murad, Pree-Pramoda<br />
<br />
'''Female:''' Aaliyah, Akanksha, Chandra, Devi, Hira, Isha, Jaya, Kali, Lavanya, Rajani, Sovanna, Zahida <br />
<br />
===Rakshasa Traits===<br />
{{5e Racial Traits<br />
|summary=Manipulative, tiger-like fiends. The cat-shaped demons known as rakshasa are often common in large humanoid cities. <br />
|abilities=Your {{5a|cha}} score increases by 2.<br />
|age=Rakshasas do not typically age, due to them being converted from devils, however natural-born rakshasas are considered mature by age 17, and can live to be 200.<br />
|alignment=Almost all converted devil Rakshasa are of the Evil alignment, though a few exceptions may occur, while natural-born rakshasas lean closer to Evil alignments than most humanoids, but are not always it.<br />
|size=Rakshasas of all varieties are around the same height and weight as humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1=Your infernal blood allows you to see in the darkness as easily as though see through the light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Cat's Tongue<br />
|description2=You are proficient in the {{5s|Deception}} skill.<br />
|trait3=Deformed Claws<br />
|description3=Your claws are backwards, or deformed in some strange way, making them very confusing to others. You have advantage against being grappled, and your unarmed strikes deal 1d4 slashing damage.<br />
|trait4=Infernal Bloodline<br />
|description4=You have resistance to fire damage and are vulnerable to radiant damage. In addition to being a humanoid, you are also considered a fiend. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Two subraces of Rakshasa exist: Infernal Rakshasa and Natural Rakshasa.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Infernal Rakshasa====<br />
Rakshasas that were originally devils, and changed themselves through a ritual into rakshasas or were summoned through a ritual, are known as this type of subrace.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Magic Resistance<br />
|description1=You have advantage on Saving Throws against Spells and other magical Effects.<br />
|trait2=Innate Spellcasting<br />
|description2= You know the {{5e|Friends}} cantrip. You can cast {{5e|Animal Friendship}} an unlimited number of times with this trait, but you can target only cats with it. Starting at 3rd level, you can also cast {{5e|Suggestion}} with this trait. Once you cast it, you can’t do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells. <br />
}}<br />
<br />
====Natural Rakshasa====<br />
Natural-Born rakshasas are ones that were born from rakshasa parents or the union of a rakshasa and another humanoid, and are the only cases of 'true' rakshasas.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Deformed Neck<br />
|description1=Your head can spin 360 degrees around. Due to this, your passive Perception score adds your Dexterity modifier to it, as a bonus.<br />
|trait2=Pounce<br />
|description2=When you use the Dash action, you may make an unarmed strike as a bonus action.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Rakshasa<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d12<br />
|weight=110 <br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Rakshasa Quirks===<br />
You can select, roll, or adapt a Rakshasa-specific quirk from the Rakshasa Quirks table. Use the quirk to inform how you portray your character. <br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d6 || Rakshasa Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Your hands are look like regular humanoid hands, but are double-jointed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || You constantly say short adages, maxims and proverbs about situations & how they <br />
relate to being a Rakshasa. They are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You never eat any food that isn't meat, and openly (or secretly!) nurse a desire for<br />
human flesh.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || You can't help yourself when wealth, money, power, secrets or treasure is involved. <br />
You'll risk anything to gain wealth, power and status.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || You carry symbols of all the gods you know, hoping that you might be spared their wrath<br />
while you are on the Material Plane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || You enjoy betraying people for no reason. It just brings you great pleasure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Fiend Type]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Chilroy