God Eater, Variant (5e Class)
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- 1 God Eater (longblade)
- 1.1 <!-Introduction Leader->
- 1.2 Creating a god eater
- 1.3 Class Features
- 1.4 Ability Score Increase =
- 1.5 Multiclassing
God Eater (longblade)
Creating a god eater
- Quick Build
You can make a god eater quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
As a God Eater(Longblade) you gain the following class features.
- Hit Points
Hit Dice: 1d10 per God Eater(Longblade) level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per God Eater(Longblade) level after 1st
Armor: light, or medium
Weapons: god arc
Saving Throws: strength and wisdom
Skills: Choose four from Athletics, Animal Handling, Insight, Survival, Perseption, and Medicine.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Shirt or (b) Leather Armor
- (a) Dungeoneer's pack or (b) Explorer pack
- Your god arc
- One trinket
|1st||+2||The God Arc,Oracle points||2|
|3rd||+2||Devour, Rage burst||6|
|4th||+2||Ability Score Improvement||8|
|5th||+3||Gun mode upgrade, Misty Moon||10|
|8th||+3||Ability Score Improvement||13|
|10th||+4||Gun mode upgrade, Honed edge upgrade||15|
|12th||+4||Ability Score Improvement||17|
|14th||+5||Honed edge upgrade||19|
|15th||+5||Gun mode upgrade, Misty Moon upgrade||20|
|16th||+5||Ability Score Improvement||21|
|17th||+6||Honed edge upgrade||22|
|18th||+6||Zero Stance upgrade||23|
|19th||+6||Ability Score Improvement||24|
|20th||+6||Dome of detonating blows, Gun mode upgrade||30|
Starting at the 1st level you have your god arc, and it is yours and yours alone. Your long blade type does 1d12 slashing damage with each attack.
Whenever someone besides you attempts to wield it, the God Arc goes into a berserk rage, since only you are allowed to wield it now. The creature attempting to wield it must make a Constitution saving throw (DC=11). On a failed to save, the creature takes 10d8 necrotic damage and half on a successful. Any creature smaller than medium automatically fails this save. This damage cannot be reduced, regardless of resistances
Starting at the 1st level You have as many Oracle Points as shown in the table and after a long or short rest, your points will return to that amount. It is also the max amount of Oracle points you can have at that time, and any Oracle points you gain that exceed this amount is wasted.
Oracle points are used for many things as a God eater, mainly so you can use abilities and shoot your gun.
Starting at 2nd level change your melee form into its gun form you can do this as a bonus action. Your gun type is the Shotgun type. When you shoot a blast you can shoot 3 bullets at once each bullet does 1d4 and each uses an Oracle point. The amount of bullets you can shoot at once increases by to 4 at the 5th level, to 5 at the 10th level, 6 at the 15th level, and 8 at the 20th level. The range of your gun is 20ft to 60ft.
Starting at the 3rd level your weapon you can Devour living things. As an action, you can devour as an attack that does 1d8 piercing damage. If this attack would kill an opponent you also gain oracle points equal to double the damage dealt. You can also devour recently defeated opponents to gain oracle points equal to the damage that would normally be dealt. When it Devours, it reverts to it's Devouring form for the attack and returns to its previous form when the attack has ended.
- Must be in melee form to use this
Starting at the 3rd level your feelings are now more in sync with your god arc, as a bonus action You may now channel the rage inside of you and your god arc, and temporarily give your self a boost. choose one of the following when you activate this ability. This ability lasts for 1 minute. You may use this once per long rest. This increases to 2 times at the 12th level.
Jump boost: you now may double the hight of any jump and have an advantage on any and all jump checks while this is active.
Speed boost: your speed now doubles and you have an advantage on Dexterity saving throws.
Strength boost: you now have an advantage on strength checks and saving throws.
Attack boost: you now have an advantage on attack checks and you do damage plus strength modifier on top of any other modifier that is active.
Critical boost: your critical hit range is now 18-20.
Devour boost: double devour damage and double Oracle points taken
Sight boost: You have an advantage on perception checks dealing with sight, and when you are using gun mode your max range doubles.
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.
Starting at the 5th level you have learned how to swing your sword fast enough that the attack hits twice. As an action, Before you make an attack roll you choose to use this. after you make your attack roll, on a successful hit you roll base damage dice for that weapon after your original attack, this second hit doesn't get any added damage from other abilities. You may use this once per short or long rest. The number of times you may use this increases to 2 at the 15th level.
Starting at the 6th level, as an action, you collect energy at the tip of your blade. This allows you to swing your sword and create a shock wave straightforward and it will cut anything in a 20ft line. Opponents getting hit must make a dexterity check DC: 10 + Strength modifier. On a successful saving throw, the opponent takes Damage, on a failed saving throw the opponent takes your weapons normal damage and are knocked prone. This attack uses 2 Oracle points to use it.
Starting at the 7th level, As a bonus action, You can now hone your blade with your energy. By spending one oracle point you focus energy at the edge of your blade and gives you an extra d6 to your attack. You may stack this up to 3 times at once, and has a cooldown of 1 minute. The number of times you may stack this increases to 4 at level 10, 5 at level 14, and 6 at level 17.
Starting at the 9th level as an action you may open a bullet cartridge at the base of your weapon (between the hilt and the blade) and shoot out tiny bullets that will embed into someone or something and blow up after 30 seconds. This does 1d12 damage to the thing it is in, and anyone or anything in a 10ft radius makes a Dexterity saving throw, DC:13. On a failed saving throw they take 1d8 fire damage, and on a successful saving throw, they take half as much. This attack takes up 4 Oracle points per shot. You can only have one active at a time.
Starting at the 11th level you may use a reaction to pull a barrier over yourself and push the attacker back 20ft and they are knocked prone. You may use this twice per short or long rest.
Starting at the 13th level, You take the action from this turn and your next turn and on your next turn, you swing your blade down with extream force doing 4d12 slashing damage. This attack uses up 10 oracle points. This attack does 6d12 at the 18th level.
Dome of detonating blows
Starting at the 20th level, as an action you stab your sword into the ground and it creates a 20ft radius dome (has a blue tint to it) around it and anything (except you) that steps in this dome will slow down, and takes 1 turn in 2 rounds of combat (as long as they are in the dome).
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: