Fallen Divinity (5e Class)

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Design Note: This class is restricted to the fallen arch angel race.

Fallen Divinity[edit]

Fall From Grace[edit]

Your fallen divinity has fallen from the heavens due to the corruption that was starting to take over. Angel's were starting a war with Demons and had no fear for getting those on the existing planes involved. You did not approve of this and sought to help the mortal species prepare for the upcoming battle.

Creating a Fallen Divinity[edit]

Quick Build

You can make a Fallen Divinity quickly by following these suggestions. First, Constitution should be your highest ability score, followed by whichever ability is vital to your archetype. Second, choose the Legendary Sword Saint background.

Class Features

As a Fallen Divinity you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fallen Divinity level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fallen Divinity level after 1st

Proficiencies

Armor: light armor
Weapons: all bladed weapons excluding exotics.
Tools: priest pack
Saving Throws: Constitution and Dexterity
Skills: Choose three from Persuasion, Athletics, Perception, Acrobatics, Religion, Medicine, and Insight.

Equipment

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

  • Chameleous Blade
  • Priest's pack and
  • herbalism kit

Table: The Fallen Divinity

Level Proficiency
Bonus
Features
1st +2 Chameleous Blade, Natural Armor, Elemental Casting
2nd +2 Muscle Memory, Hardened Skin
3rd +2 Battle Type
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Battle Type Feat
7th +3 Advanced skill/cast
8th +3 Ability Score Improvement
9th +4 Battle Type Feature
10th +4 Battle Mastery
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Battle Type Feature
14th +5 Master skill/cast
15th +5 Winged Combat
16th +5 Ability Score Improvement
17th +6 Battle Type Feature
18th +6 Chameleous Mastery
19th +6 Ability Score Improvement
20th +6 Divine Judgment

Chameleous Blade[edit]

The Chameleous Blade was your gift from God. It can shapeshift into any simple or martial bladed weapons aswell as bows the damage is 1D8 versatile 1D10 and finesse (use strength or dexterity stat for this weapon) dual swords allows for bonus action as attack. aswell as ranged (limitless arrows) (unless transformed weapon has a lower damage dice shortbows being 1D6 for example) Since this weapon is your gift from God and was designed to extinguish corruption from the opposed combatant its damage is considered radiant in addition to melee damage types. (Weapon transformation is a bonus action) It can be upgraded as if it were a longsword.

Natural Armor[edit]

Due to your wings and wingspan you are not allowed to wear armor unless it is tailored specifically; however because your battle prowess your skin has toughened to similarities of armor. Armor class becomes 10 + Constitution modifier + Dexterity modifier. Tailor cost is original cost x 5.

Elemental Casting[edit]

You have elemental cast points equal to your level + Intelligence modifier. Your elemental cast points is regenerated per short or long rest. Your spell casting ability is Intelligence. Spell save is DC 8 + Intelligence Modifier + proficiency bonus. Spell attack is equal to your Intelligence modifier + proficiency bonus. Due to your basic knowledge of manipulating elements you gain access to these Basic Casts:

  • (Wind) Wind blade: 1D6 + Intelligence modifier Range 30 ft. (1 cast point)
  • (Earth) Quicksand: Dexterity save, becomes immobilized and 1D6 damage at start of its turn until a Strength save is passed. Range 90 ft. No effect if Dexterity save is successful (1 cast point)
  • (Fire) Flame Arrow: 1D6 + Intelligence modifier fire damage. Range 90 ft. (1 cast point)
  • (Water) Icicle: 1D6 + Intelligence modifier cold damage. Range 60 ft. (1 cast point)
  • (Lightning) Lightning Spear: 1D8 + Intelligence modifier lightning damage. Must pass Constitution save or become paralyzed. Range 30 ft. (1 cast point)
  • (Darkness) Shadow Sprint: bonus action teleport to a shaded area up to 60 ft away (1 cast point)
  • (Light) Soothing Light: target creature heals by it's hit dice + Constitution modifier per turn for 3 turns Range 60ft (2 cast point)
  • (Nature) Poison Mist: 10 ft AoE. creatures inside the mist must make a Constitution save or become poisoned taking 1D4 damage at the beginning of each turn 10 turns. (1 cast point)

Muscle Memory[edit]

At level 2 your body has regained memory of all the combat situations you have been in and now allows you to take a Dexterity (acrobatics) check as a reaction to an attack that can hit you to force it to miss. To succeed you must roll a DC 8 + opponent's Strength modifier + opponent's proficiency bonus. (this can only be used in light armor or unarmored) (dexterity modifier if ranged)

Hardened Skin[edit]

At level 2 your body regains the memory of your training and starts to adapt to fit your melee fighting style. You gain resistance to non-magical slashing and piercing damage types.

Battle Type[edit]

At level 3 you can choose your Battle Type. Battle types for this class are Melee Specialist, Enchanted Swordsman, Elementalist.

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.

Extra Attack[edit]

You gain an additional attack action. This occurs at level 5 and 11.

Battle Mastery[edit]

At level 10 you can pin point the weaknesses of your enemy's defenses, critical hits are now 19 or 20.

Winged Combat[edit]

Gained at 15th level, you have successfully learned how to implement your wings into combat.

  • Feather Barrage: release 5 steel feathers at a target as a bonus action dealing 5D4 damage (hits up to five targets for 1D4 each) (once per short or long rest)
  • Winged shield: so long as you have more than 0 movement remaining you can shift your wings to use the steel feathers as armor but can't attack.

Bonus Action +2 AC

Chameleous Mastery[edit]

Gained 17th level, single hand wield becomes 1D10 versatile 1D12 and dual wield becomes 1D10 (effects skills aswell).

Divine Judgment[edit]

Gained at 20th level, you have learned how to harness your divinity to the point of being able to create pillars of light captivating all creatures within a 45 ft radius of your character dealing 10D10 radiant damage to hostile creatures or half as much on a successful DC 17 Charisma save, 2D8 + Fallen Divinity level healing to friendly creatures. (consumes all actions, becomes stunned on your next turn, can only use once per day and under the circumstance of high battle stress such as team being severely close to death or all unconcious)

Melee Specialist[edit]

Your cast points become level + Strength or Dexterity modifier. Skill save is DC8 + Strength or Dexterity modifier + proficiency bonus

Novice Skills

At 3rd level you start to regain your melee battle prowess. Gain the following skill moves.

  • Tiger Fang: an upward slash followed by a downward strike 2D8 versatile 2D10 (single weapon) 2D8 (dual wield) (2 cast points)
  • Eagle Thrust: a thrusting strike that is followed by force of wind to knock foes back 10 ft, 1D8 versatile 1D10 requires skill save. (single weapon only) (2 cast points) (charging bull if great weapon.)
  • Beastial Strike: a slice to the legs followed by a shoulder bash, 1D10 single wield 2D8 dual wield requires skill save or becomes prone (single weapon or dual wield) (2 cast points)
Recall Blade

At 6th level your soul becomes infused with your weapon. as a bonus action you can make your weapon appear into your hand.

Advanced Skill List

Your combat experience has granted you knowledge of advanced skills. You gain the following at 7th level.

  • Climhazzard: Your blade radiates heat as you make a slice upward pulling the enemy with you 10 ft and then slam downward to the ground with a final strike. 2D10 damage and 2D6 fire damage. Target must make an Acrobatics save or suffer 1D6 falling damage. (single weapon only) (3 cast points)
  • Eagle Tempest: A powerful thrusting strike that is followed by a torrent of wind lacerating at the target. 2D8 with 1D8 force damage (single weapon only) target must make a Dexterity save or be knocked prone (3 cast points)
  • Grandcross: jump up and swing your blades in a downward X motion followed by an upward X slash into backflip kick.(You must pass Acrobatics check for the backflip) 4D8 and backflip 1D4, target must make a skill save or be knocked prone. (dual wield only) (3 cast points)
Combat Prowess

At 9th level your experience has granted you the knowledge of forming comboination's between your skills you may now perform skills in novice/advanced/master combo format for half the cast cost rounded up.

Battle Focus

At 13th level you realize that you thrive in battle, you feel as if your calling is for combat. regenerate 1D8 + Strength or Dexterity modifier skill/cast points this can only be used were once per long rest.

Master Skill List

Your combat experience has granted you the mastery of your skills. You gain the following at 14th level:

  • Angelic Surge: You slice your opponent knocking them into the air then follow up with 2 slashes before finishing with a downward strike throwing them to the ground. (single weapon only) 4D8 versatile 4D10 opponent must make an Acrobatics save or suffer 1D6 falling damage. (5 cast points)
  • Sonic Strike: Your blade glows with radiant energy as you make a series of thrusting attacks into the target. (single weapon only) 5D8 versatile 5D10 target must make constitution save or become paralyzed. (5 cast points)
  • Cross-Slash: You release a barrage of slashes against your target. 6D8 (dual wield only) (5 cast points)
Omni Slash

Your training grants you a grand skill at level 17. Your blade radiates with radiant energy as you force your target 30 feet into the air and chain it with a series of strikes before slamming them towards the ground. 10D10 versatile 10D12 target must make an Acrobatics check at disadvantage or suffer 3D6 + Strength modifier fall damage (can only be used once per long rest and drains all skill cast points minimum of half your max total.)

Enchanted Swordsman[edit]

Novice Enchantments

At 3rd level you start to regain your battle magic prowess. Gain the following enchantments:

  • Wind Enchant: Attacks get 10 ft knockback, lasts 1 minute. (2 cast points)
  • Earth Enchant: Attacks reduce target movement by half until your next turn, lasts 1 minute. (2 cast points)
  • Fire Enchant: Attacks have 1D6 fire damage, lasts 1 minute. (2 cast points)
  • Water Enchant: Attacks have 1D6 cold damage, lasts 1 minute. (2 cast points)
  • Lightning Enchant: Attacks have 1D6 lightning damage, lasts 1 minute. (2 cast points)
  • Darkness Enchant: Attacks have 1D6 necrotic damage, lasts 1 minute. (2 cast points)
  • Light Enchant: Attacks require DC 13 Constitution save or become stunned for 1 round, lasts 1 minute. (2 cast points)
  • Nature Enchant: Attacks require DC 13 Constitution save or become poisoned dealing 2D4 per turn, lasts 1 minute. (2 cast points)
Enchantment Support

At 6th level your knowledge of enchanting has expanded to the capability of enchanting the weapon of an ally in sight. (2x cast cost)

Advanced Enchantments

At 7th level your battle experience grants improved knowledge of elemental control.

  • Wind Enchant: Attacks gain 1D6 Force damage and 10 ft knockback, lasts 1 minute. (3 cast points)
  • Earth Enchant: Attacks gain 1D6 Bludgeoning and reduce target movement by half until your next turn, lasts 1 minute. (3 cast points)
  • Fire Enchant: Attacks have 2D6 Fire damage, lasts 1 minute. (3 cast points)
  • Water Enchant: Attacks have 2D6 Cold damage, lasts 1 minute. (3 cast points)
  • Lightning Enchant: Attacks have 2D6 Lightning damage, lasts 1 minute. (3 cast points)
  • Darkness Enchant: Attacks have 2D6 Necrotic damage, lasts 1 minute. (3 cast points)
  • Light Enchant: Attacks gains 1D6 Radiant damage require DC 15 Constitution save or become stunned for 1 round, lasts 1 minute. (3 cast points)
  • Nature Enchant: Attacks require DC 15 Constitution save or become poisoned dealing 2D4 per turn, lasts 1 minute. (3 cast points)
Hybrid Enchanter

At 9th level your understanding of the elements allow you to cast 2 enchantments on your weapon simultaneously at the cost of 1.

Improved Enchantments

At 13th level you grow more attuned to the elements. Enchantments now last 2 minutes.

Master Enchantments

At 14th level your battle experience grants improved knowledge of elemental control:

  • Wind Enchant: Attacks gain 2D6 Force damage and 20 ft knockback, lasts 1 minute. (5 cast points)
  • Earth Enchant: Attacks gain 2D6 Bludgeoning and reduce target movement by half until your next turn, lasts 1 minute. (5 cast points)
  • Fire Enchant: Attacks have 2D8 Fire damage, lasts 1 minute. (5 cast points)
  • Water Enchant: Attacks have 2D8 Cold damage, lasts 1 minute. (5 cast points)
  • Lightning Enchant: Attacks have 2D8 Lightning damage, lasts 1 minute. (5 cast points)
  • Darkness Enchant: Attacks have 2D8 Necrotic damage, lasts 1 minute. (5 cast points)
  • Light Enchant: Attacks gains 2D6 Radiant require DC 17 Constitution save or become stunned for 1 round, lasts 1 minute. (5 cast points)
  • Nature Enchant: Attacks require DC 17 Constitution save or become poisoned dealing 4D4 per turn, lasts 1 minute. (5 cast points)
Enchanting Specialist

At 17th level your enchanting experience allows complete control of your elements. At the cost of all your Cast Points you can enchant the weapons of your entire party with up to 3 elements of your choice until end of battle. (requires max cast points, can only be used once per long rest)

Elementalist[edit]

You can only cast once per round.

Novice Casts

At 3rd level you start to regain your elemental knowledge. Gain the following Elemental Casts:

  • (Wind) Wind Lance: 1D10 + Intelligence Modifier Force Damage Range 30ft (2 cast points)
  • (Earth) Earth Spike: 1D10 + Intelligence Modifier Magic Pierce Damage Range 90ft (2 cast points)
  • (Fire) Fire Orb: 1D10 + Intelligence Modifier Fire Damage, requires Dexterity save or suffer 1D6 Explosive. Range 60ft (15 ft radius) (2 cast points)
  • (Water) Ice Volley: Summon 3 Icicles above your head and hurl them at a target. 1D6 + Intelligence Modifier Cold Damage per shard. Range 60ft (can hit multiple targets) (2 cast points)
  • (Lightning) Controlled Lightning: create a chain of lightning linking you to a target creature making them take 1D6 Lightning Damage everytime they get hit. Range 30ft lasts 1 minute or until dismissed. (2 cast points)
  • (Darkness) Door to Darkness: Summon a door of darkness behind a target that pulls them into a rift of torment. 1D12 + Intelligence Modifier Necrotic damage and banishment for 1 round. Range 90ft requires Dexterity save. (2 cast points)
  • (Light) Ray of Light: Summon a dilluted ray of light to hit a target. 1D10 + Intelligence Modifier Radiant Pierce Damage. Range 45 ft (2 cast points)
  • (Nature) Summon Vines: Summon vines to entangle an enemy. Must make a Dexterity save or become restrained until a Strength save is passed. Range 90 ft (2 cast points)
Elemental Understanding

At 6th level you develop a deeper understanding of the elements, you can now cast shadow sprint without a cast cost.

Advanced Casts

At 7th level you expand your knowledge of Elemental Mastery. Gain the following Casts:

  • (Wind) Air Pressure: You make the force of air become heavy pushing the opponent into the ground. 2D10 + Intelligence Modifier Force Damage Range 90ft 20ft AoE. Requires a Strength save or become prone with 0 movement and suffer 1D6 Force Damage per turn for 3 turns unless a save has been passed. (3 cast points)
  • (Earth) Imprison: The earth below a target absorbs the enemy waist deep reducing the movement speed to 0. Must make a Dexterity save, on a failed save they become immobilized until a Strength save is passed. Attacks on imprisoned enemy have advantage. Range 120ft (3 cast points)
  • (Fire) Flame Vestige: Hurl a sphere of fire at an enemy dealing 1D12 + Intelligence Modifier Fire Damage and creating a pit of magma in a 20ft radius that is treated as rough terrain and deals 1D6 Fire Damage to creatures that end there turn in or enter the pit. Pit lasts 1 minute Range 60ft (3 cast points)
  • (Water) Glacial Spike: Summon a frozen spike under an enemy that deals 1D12 + Intelligence Modifier Cold damage and chills the enemy. Chilled creature can't take bonus actions and have half movement until a Constitution save is passed. Range 90ft (3 cast points)
  • (Lightning) Lightning Orb: conjure a sphere of lightning that floats towards a target sending out bolts of lightning to creatures within 10ft of it dealing 1D6 damage per bolt 1D12 + Intelligence Modifier for the sphere. Range 30ft (3 cast points)
  • (Darkness) Curse: Allies have advantage on cursed enemies, cursed enemies also take an additional 1D6 necrotic damage on hit. Range 90ft (3 cast points)
  • (Light) Beam of Light: Summon a condensed Beam of Light to hit a target for 2D8 + Intelligence Modifier Radiant Pierce. Range 45ft (3 cast points)
  • (Nature) Poison Cloud: Summon a cloud of poison on a target, target must make a Constitution Save or become poisoned. Poison cloud deals 4D4 poison damage per turn. Range 60 ft. (3 cast points)
Glass Cannon

At 9th level your capability of manipulating the battle field grants you strength. You can choose to double your cast damage at double the cast cost, this must be decided before the damage roll is made.

Double Casting

At 13th level your Elemental Attunement gives you the capability to cast 2 spells in one round. (cannot be the same spell)

Master Casts

At 14th level you further expand your knowledge of Elemental Mastery. Gain the following Casts:

  • (Wind) Tornado: Create a tornado that is 20ft in radius. Creatures in range take 2D10 Force damage and 2D6 cold damage. Must make a Dexterity save at disadvantage or become airborn at 30 ft taking 3D6 fall damage on a fail. Range 60ft (5 cast points)
  • (Earth) EarthQuake: Create an earthquake using 1D10 to determine the magnitude, and damage is xD8 where x is determined by magnitude level. AoE 30 ft radius originating from the caster. (5 cast points)
  • (Fire) Flame Pillar: Summon a pillar of Fire on an enemy, Enemy must make an acrobatics check or suffer 3D8 + Intelligence Modifier Fire Damage. Range 60ft (5 cast points)
  • (Water) Tsunami: Create a 30ft wave that moves in a 100ft line dealing 5D10 Force Damage to creatures caught in the wave. Creatures must make a Constitution save. On a successful save creatures take half damage rounded down. (5 cast points)
  • (Lightning) Chain Lightning: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. 3 bolts then leap from that target to as many as 3 others, target can be a creature or an object and can be targeted by only one of the bolts. Targets make a Dexterity saving throw. target takes 5D8 on a failed save or half as much on a successful save. (5 casts points)
  • (Darkness) Marked for Death: Allies get advantage on target's marked for death, when a marked takes damage they suffer 2D12 Necrotic Damage. Range 90ft (5 cast points)
  • (Light) Torrent of Light: Create a pillar of light on target creature, 10ft radius, hostile creatures make a Charisma save, on a failed save they take 3D12 Radiant Damage or half as much on a successful save. Friendly creatures inside the torrent heal by the amount of hp lost this way, cannot exceed max hp. Range 60ft (5 cast points)
  • (Nature) Toxic Cloud: Create a toxic cloud on a target, Target must make a Constitution Save on a failed save target becomes poisoned taking 8D4 poison damage per turn.
Genesis

At 17th your Elemental knowledge allows you to bring about a disaster foretold in legends. Hail down 3 Meteors to target locations dealing 6D10 Fire Damage in a 30ft radius per meteor. Creatures must make a Dexterity save or suffer 3D12 Explosion damage. Range 120ft (consumes all cast points with a minimum of half, can only be used once per long rest.)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the fallen divinity class, you must meet these prerequisites:

Proficiencies. When you multiclass into the fallen divinity class, you gain the following proficiencies:


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