Chosen (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 20:43, 21 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: There is little description, making it difficult to understand this class in-universe. Unless you've played and memorized Tales of Symphonia, it's difficult to understand what this class is and why it can do these supernatural things. Who or what is Martel? Are you a literal angel—a celestial creature?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: This class has a numerous amount of spell-like features called "magical attacks" which can be used a specific number of times "per long rest." In practice it seems difficult to keep track of all these. Why not make these features spells and grant this class spellcasting instead? It would help clarify how they are intended to function, too—for example it's very unclear what the range on "paraball" would be, but range is an inherent detail of a spell.

The order of the features granted by this class could be improved. Something as fundamental as Holy Defense should probably be 1st level (like monks and barbarians), while something as powerful as near constant flight might be best reserved for a later level.
You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Broom Icon.svg.png This page needs grammatical help. Reason: It's a minor issue, but this content would be improved if more words and phrases followed 5e precedent. E.g., "13th level" is preferred over "level 13." Class names are common nouns and usually shouldn't be capitalized; see Help:When to Italicize and Capitalize.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Chosen[edit]

Introduction[edit]

Chosen are based on Tales of Symphonia and have angelic powers such as wings, angelic spells, and chakrams.

Why are you an angel of Martel? Are you an undying servent? Forced into it? Maybe you just want the powers it gives at the cost of humanity.

Quick Build

You can make a Chosen quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background. Third, choose An explorers pack

Class Features

As a Chosen you gain the following class features.

Hit Points

Hit Dice: 1d8 per Chosen level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chosen level after 1st

Proficiencies

Armor: Light armour
Weapons: Simple weapons, chakrams
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, Investigation, History, Perception, and History

Equipment

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

Table: The Chosen

Level Proficiency
Bonus
Features
1st +2 Chakram Return,Wings
2nd +2 Chakram Dual Wield,Holy Defence
3rd +2 Angelic Boon, Pow Hammer
4th +2 Ability Score Improvement
5th +3 Angelic Spells
6th +3
7th +3 Angelic Trade
8th +3 Ability Score Improvement
9th +4 Extra Attack
10th +4 Angelic Trade
11th +4 Angelic Spells
12th +4 Ability Score Improvement
13th +5 Angelic Trade
14th +5
15th +5 Chakram Upgrade
16th +5 Ability Score Improvement
17th +6 Holy Strike
18th +6
19th +6 Ability Score Improvement
20th +6 Multi Angelic Boon

Chakram Return[edit]

At 1st level when you throw a chakram you can choose to have it return to your hand (i.e. a boomerang except you choose if it comes back)

Wings[edit]

At 1st level as a bonus action you can summon wings onto your back for 1 minute. You can dismiss these wings for no cost. The wings don't allow you to fly freely, you can only go 5 feet up from where you are standing. The movement with these wings is 30 feet. Can not use when wearing medium or heavy armour.

Holy Defence[edit]

At 2nd level your unarmoured defence is equals 10+your dex modifier+your wisdom modifier

Chakram Dual Wield[edit]

At 2nd level when you use 2 Chakrams in battle you can add your ability modifier to the damage of the second attack.

Angelic Boon[edit]

At 3rd level you gain 1 of the following bonuses

Your flight speed is increased by 10

Your chakrams do an extra d4 damage

Your attack rolls go up by 2 with chakrams

Pow Hammer[edit]

At 4th level once per round can spawn a weapon with the properties of a light hammer with a d8 damage dice. Can both spawn and throw as 1 action. Disappears after 1 round. You can only spawn 1 per round.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Angelic Spells[edit]

At 5th level you gain 3 magical attacks that you can use a certain amount of times a day:

Paraball- Creates a ball of light you can throw that does 3d6 damage. Can throw as far as the ball can bounce. It counts as lightweight weapon when thrown. Does Radiant Damage. Can use twice per long rest. Can use 3 times at level 14.

Holy Song- Increases however many creatures of your choosings attack rolls, damage roll, and ability checks within 60 feet by a d4 for 1 minute. It also boosts the the creatures of choosings armour class by 1. Can use once per long rest.

Judgement- You cause beams of radiant light to come down and blast 5 enemies of your choosing within 80 feet with 3d12 radiant damage. Only one blast of light can hit a single enemy. Can use this once per long rest.

Angelic Trade[edit]

At 7th level this is where you give up some things that are considered "human" in trade for a boon. The loss isn't always bad. Gain: You gain 60 feet of Darkvision. If you already have darkvision this adds 30 more feet. Loss: You lose the ability to taste.

Extra Attack[edit]

At 9th level you can take the attack action twice on your turn.

Angelic Trade[edit]

At level 10 this is where you give up some things that are considered "human" in trade for a boon. The loss isn't always bad. Gain: You gain advantage on checks that rely on hearing. Loss: You can no longer can nor need sleep.

Angelic Spells[edit]

At level 11 you gain 2 more magical attacks that you can use a certain amount of times a day:

Ring Whirlwind- If you have 2 chakram you can make them rotate around you as a reaction. They block ranged attacks that have a damage dice of d8 or lower, and anyone within 5 feet of you gets hit by them. Can use 3 times per long rest.

Angel Feathers- If you have 2 chakrams they give off a radiant light and you can guide them in any direction and can change midcourse within 40 feet. They deal an extra d4 radiant damage. You can hit multiple enemies. Can use twice per long rest

Angelic Trade[edit]

At level 13 this is where you give up some things that are considered "human" in trade for a boon. The loss isn't always bad. Gain: Your body is always youthful Loss: You gain disadvantage on rolls that require speaking due to a lowering of voice volume.

Chakram Upgrade[edit]

At 15th level your Chakrams deal an extra d4 damage.

Holy Strike[edit]

At 17th level all weapon attacks now deal radiant damage and add an extra 2 radiant damage on every strike

Multi Angelic Boon[edit]

At 20th level you gain the 3 angelic boons. (extra 10 flight speed, extra d4 on chakram damage, +2 to attack rolls that use chakrams). The one you chose gets the boon doubled (i.e.extra 20 flight, extra 2d4 chakram damage,+4 to attack rolls with chakrams).

Multiclassing[edit]

Wisdom score of 13 or higher

Proficiencies. When you multiclass into the chosen class, you gain proficiency with chakrams.



Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Tales (video game series) franchise, and/or include content directly affiliated with and/or owned by Namco. D&D Wiki neither claims nor implies any rights to Tales (video game series) copyrights, trademarks, or logos, nor any owned by Namco. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors