Chosen (5e Class)
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- 1 Chosen
- 1.1 Introduction
- 1.2 Class Features
- 1.2.1 Table: The Chosen
- 1.2.2 Chakram Return
- 1.2.3 Wings
- 1.2.4 Holy Defence
- 1.2.5 Chakram Dual Wield
- 1.2.6 Angelic Boon
- 1.2.7 Pow Hammer
- 1.2.8 Ability Score Increase
- 1.2.9 Angelic Spells
- 1.2.10 Angelic Trade
- 1.2.11 Extra Attack
- 1.2.12 Angelic Trade
- 1.2.13 Angelic Spells
- 1.2.14 Angelic Trade
- 1.2.15 Chakram Upgrade
- 1.2.16 Holy Strike
- 1.2.17 Multi Angelic Boon
- 1.3 Multiclassing
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. For whatever reason, you serve, always remember you serve a higher purpose, to a divine cause. How you choose to fulfill that cause is up to you
- 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
As a Chosen you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
|2nd||+2||Chakram Dual Wield,Holy Defence|
|3rd||+2||Angelic Boon, Pow Hammer|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Multi Angelic Boon|
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)
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.
At 2nd level your unarmoured defence is equals 10+your dex modifier+your wisdom modifier
Chakram Dual Wield
At 2nd level when you use 2 Chakrams in battle you can add your ability modifier to the damage of the second attack.
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
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
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.
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.
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.
At 9th level you can take the attack action twice on your turn.
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.
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
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.
At 15th level your Chakrams deal an extra d4 damage.
At 17th level all weapon attacks now deal radiant damage and add an extra 2 radiant damage on every strike
Multi Angelic Boon
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).
Wisdom score of 13 or higher
Proficiencies. When you multiclass into the chosen class, you gain proficiency with chakrams.