God Eater (5e Class)
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|Work In Progress|
- 1 Adaptable Weapons
- 2 Creating a God Eater
- 3 Class Features
- 3.1 Table: The
- 3.2 The God Arc
- 3.3 OG:Restore Ball/Gates
- 3.4 Stun Grenades
- 3.5 Oracle Points
- 3.6 Oracle Ammo
- 3.7 Devouring
- 3.8 Ability Score Increase
- 3.9 Charged Strike
- 3.10 Weapon Modifications
- 3.11 Extreme training
- 3.12 Extra Attack
- 3.13 Berserk Devouring
- 3.14 Burst
- 3.15 Extra Tough
- 3.16 Maim
- 3.17 Healing Shot
- 3.18 Link Aid
- 3.19 Heart of The Warrior
- 3.20 Overdrive
- 3.21 Convert Tactics
- 3.22 Cell Burst
- 3.23 Unatural Endurance
- 3.24 Divine Barrage
- 4 Melee Modifications
- 5 Ranged Modifications
- 6 Multiclassing
A group of traveling merchants walk by a mysterious stranger, ensnaring their attention. They see an average looking fellow with an above average sized weapon, and a oddly large bracelet on the wrist of their right arm. The Merchants then continue on with their journey, still gossiping and guessing about how he wields such a large weapon with ease. Once they arrive to their destination, a city a half days walk away, they are stunned to see that it is being raided by a neighboring city of thieves and mercenaries. As the merchants try to help, they are quickly pinned and held down as a large brute looking man walks to them. The brute raises his ax, just as the strange man from earlier drops from the sky and whirls his large blade in a circle, knocking all the thieves away into the walls of nearby houses, then He runs and leaps a great distance and cleaves more men ransacking the city. in mere minutes the town is clear of all hostiles.
In the Hills of a secluded valley, a hunter watches as a women fights against blood-thirsty dire wolves. Going blow for blow with the great beasts, she slams with extreme force onto one of them. Finally killing it, she then miraculously alters her weapon and it Morphs into a cannon. Taking aim at the wolves remaining, she fires a shot from the cannon and it explodes upon impact and injures another wolf. Taking a severe hit she gets back up and begins to fire again, missing the next 2 shots and she runs out of ammo. As the last wolf circles to finish her off she dodges, the cannon morphs once again into a long dragon like figure. the figure lunges at the dead wolf, taking a bite from it and swallowing it. She then lets out a loud gesture of relief and fires the cannon once again , this time landing a shot directly on the last wolf as it dashes at her, killing it. Once finished she calls to the hunter that its safe .
Trials of Gods To become a God Eater is to endure unimaginable pain to acquire immense power, all to achieve the goal you have set. Many do not survive the challenges but if you do pass the rigorous physical and mental tests you are asked fate changing question's , "do you accept the pain? "-" do you accept your fate? " . if answered yes then no, you are given a brace on the arm that is apart of you that can not be removed as well as a weapon specific to the user which only he can wield. The weapon you acquire is living able to morph at the users command from a melee weapon to a ranged weapon. If the weapon rejects its user it will consume him and will consume any other individual that tries to touch it. You are now combined as one down to the cellular level.
Creating a God Eater
what type of God Eater are you? As a god eater you have the ability to adapt to the necessary need of the battle , you can be the front line tank or bruiser as well as the back line sniper or support. Which tactic fits the play style you like best, or the one you need. Adaptability is the key to this class.
As a you gain the following class features.
- Hit Points
Armor: Light or medium armor , shields
Weapons: The God Arc
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose four from -Acrobatics, Athletics, History, Investigation, Nature, Perception, Stealth, Survival, and Medicine
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Chain Shirt
- (a) Dungeoneer's pack or (b) Explorer pack
- (a) OG:Restore Ball x 5 or (b) OG: Restore Gate x 2
|1st||+2||The God Arc,Oracle Ammo, Devour||10|
|4th||+2||Ability Score Improvement, Extreme training||25|
|5th||+3||Extra Attack, Melee Modification||30|
|6th||+3||Beserk Devouring, Burst||35|
|8th||+3||Ability Score Improvement, Extra Tough||45|
|10th||+4||Extra Tough(2), Melee Modification, Healing Shot, Link Aid||55|
|11th||+4||Heart of The Warrior||60|
|12th||+4||Ability Score Improvement, Melee Modification, Burst (2)||65|
|13th||+5||Overdrive, Ranged Modification||70|
|14th||+5||Extra Attack (2)||75|
|15th||+5||Convert Tactics, Healing Shot(2)||80|
|16th||+5||Ability Score Improvement, Melee Modification||85|
|17th||+6||Cell Burst, Ranged Modification||90|
|18th||+6||Unatural Endurance, Burst (3)||95|
|19th||+6||Ability Score Improvement, Extra Tough(3)||100|
|20th||+6||Divine Barrage, Link Aid (2)||110|
The God Arc
The god arc is the weapon you receive upon becoming a God Eater. You gain a god arc at level 1. It is a living weapon with the ability to switch between two forms, a melee form and a ranged form, only revealing it's Devouring form when it uses Maim or when it uses Devour from the front of the weapon.
It is bound to the God Eater by the brace on their arm they receive upon becoming a God Eater. the god arc is an Oversized Weapon with a reach of 5 ft, weighs 100 pounds, it's a two-handed weapon, and it deals 1d8 slashing damage in melee form, and 1d6 piercing damage in ranged form, it has a range of 60 ft and a long range of 120 ft.
You receive no disadvantages when wielding the God Arc because of it's size, and you do not add it's weight to your total carry weight, anyone else carrying the God Arc does add it's weight. You can switch between it's forms at any time by spending an Oracle point, or for free as a bonus action.
Whenever someone besides you attempts to wield it, the God Arc goes into a beserk 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 save, the creature takes 10d8 necrotic damage, and half on a successful. Any creature smaller than medium automatically fail this save. This damage cannot reduced, regardless of resistances.
When devouring fallen creatures your god arc becomes empowered gaining either a new elemental attribute to apply to your god arcs damage or damage resistance. These gains are permanent.
Devouring Form God Arc: The god arc in its Devouring form is a black Draconic monstrosity with milk white eyes. It only shows a head and when it maims or Devours. The head produces from the blade.
Creating Your God Arc: In this class, you are allowed to customize your God Arc's appearance to your desire. Before you do how ever please review the Weapon Modifications described at the bottom of the class description. It will help you design it to suit your preferences.
|The God Arc in it's many forms|
The OG: Restore Balls and Gates are consumable items that you must craft with precise materials and time. Restore Balls heal 5 x God Eater level HP on either yourself or an ally. Restore Gates can be placed within 10ft of yourself and heals you or any ally that walks on or passes through its field by 5 x God Eater level. These restore gates are spheres you can walk through. You start off with an ample amount but should be adjusted to the DMs discretion. Whenever you attempt to craft these items you must select one and roll a DC 11 survival check. if you succeed you create 3 of the desired item while only creating 1 on a fail. You may attempt to craft again but this time you must make a DC 12 survival check with disadvantage. No matter what your results are you can not craft these items more than twice per day. Restore Balls can be crafted every day while Restore Gates can only be crafted every 2 days. You can only carry a max of 6 Restore Balls and 3 Restore Gates. Only you are able to use these items without exception, but you must wait at least an hour per item use.
You may use these consumable items to temporarily blind any enemy within 15ft of the initial pint of where you throw this (throwing distance is 15ft). Blinded targets have disadvantage on attack roll for there next turn. This can only be used twice on the same target as they build a resistance to it. You can only carry a max of 10 and are included with the items you can craft twice per day. Only you are able to use these items.
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. Whenever you inflict damage with your god arc in melee form you regain oracle points at 2d6. Increasing to 3d6 + your Proficiency bonus if you landed a critical attack or at a targets weak spot.
Upon becoming a god eater your weapon became able to generate its own ammunition. Though generating this ammo has removed the need to pick up leftover shots, it is limited in power. It is found that the more powerful a weapon is the more oracle ammo it seems to take.
It costs 2 Oracle points per shot you fire from the God Arc.
Due to the nature of your weapon you can Devour just about anything with your god arc. 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 the damage delt. 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 it's previous form when the attack has ended.
The God Arc MUST Be In Melee Form To Use Devour.
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.
Patience is a God Eater's best weapon even in the most pressing situations. At 2nd level, You can spend your turn charging your god arc to do double damage on your next attack and half damage if you miss. You can also choose to attack up to four opponents at half damage or two opponents at regular damage (you still have to roll each attack).
At the third level you can choose Two Weapon Modifications, one from the Melee Modifications, and one from the Ranged Modifications and gain abilities based on those Modifications. Each of these Modifications focuses on one key element of being a God Eater. During long rest you may choose to switch your modifications but doing so will result in you only regaining half the amount of HP that would have fully healed you.
Over the course of a God Eater's lifetime they have done numerous amounts of missions and much more training. Some training of which happens in extreme circumstances. As a God Eater you gain one of the following:
1)Shadow Presence:gain the ability to hide anywhere so long as there is something to hide in or around. Gain half proficiency in stealth if you do not have the skill.
2)Fleet of Foot: gain 10 ft of movement speed. If you take the dash action you can make an attack as a bonus action(not combinable with extra attacks) and should you hit do double damage.
3)Sentinel Stance:lose all actions for the next three turns in exchange for +3 to AC
at level 5 Your Training as a God Eater has shown you how to maximise your combat potential. When you take the attack action, you may attack an additional time. You gain additional attacks at levels 10, 15 and 20.
At 6th level, by spending 10 Oracle points, you can empower your God Arc's Devouring ability for one use. When you next use Devour, your God Arc can Devour anything in a 10ft line. Anything in that area must make a Dexterity saving throw (dc=15). They take 1d12 damage on a failed save, and half on a successful one. You gain Oracle points equal to the damage dealt this way. You can only use this ability once per day. Can be used as a bonus action if in burst.
Whenever you are successful on a devour you enter burst. While in burst you have increased movement of 15ft and have advantage on your attack rolls for your next 2 turns and are able to reroll on your attacks whenever you roll a 1. You can only shift into burst twice per long rest. At 12th level [Burst 2] you are able to maintain this for 4 turns and regen health at 2d4+CON+PROF each turn and are able to shift another ally into burst alongside you. Ally gains the increased movement and health regen but do not gain the advantage on attack roll or the ability to reroll 1s and are able to use burst 3 times per long rest and can not shift the same ally into burst consecutively. At 18th level [Burst 3] you are able to stay in burst for 1 minute, the health regen increases to 3d8+CON+PROF, the ability to reroll on CON,STR,DEX saves as well as athletic and acrobatic skill checks, have the ability to subtract from your oracle points instead of HP when you receive damage and the number of allies you can shift into burst increase to 3. Those allies gain the increased health regen, the ability to reroll CON,STR,DEX saves and temporary HP equaling to your oracle point maximum + god eater level + your prof. You are able to shift into burst 5 times per long rest and have no restriction on who you are allowed to shift into burst.
You gain +1 AC even while wearing armor. You also gain your level in HP plus one for every level from now on. At 10th gain +2 to AC. At level 19th level this bonus goes up to +3.
At 9th level, your training and practice in the field has shown you that crippling your enemies makes work much easier to perform. For 10 oracle points you can attempt to remove a limb from an opponent. This counts as an attack and will do 1d8 damage and force your opponent to make a constitution saving throw with a DC of (8+Proficiency bonus+Strength mod). If they fail the saving throw pick one of two effects:
- Leg: Cut move speed in half and disadvantage on dexterity saving throws.
- Arm: Disadvantage on attacks
You can't make an attack action, but you can devour as a bonus action(does 1d6 damage instead of 1d8 damage). Same as when your god arc Devours, it reverts to it's Devouring form for the attack and returns to its previous form after the attack, unless you use the bonus action to devour, then it returns to its previous form after that action.
At 10th level you are experienced enough to heal your allies in combat. The properties of the bullet changes depending on the Ranged Modification you currently have. Counts as an action but each shot can be used 3 times as long as costs can be made. Sniper: Pierce(All allies pierced within a straight line bullet Max of 3), Max Range: 60ft, Healing: 8d10, OP Cost: 35. Bastion: Single Target, Max Range: 30ft, Healing: 5d10 + Cleanse(Removes any poison, paralysis or charm) OP Cost: 15. Crater: Max Range: 20ft with 25ft radius around target, Healing: 15d10 + Temporary HP= GE level+CON Modifier, OP Cost: 40.
At 10th level if an ally is down you may use half your current oracle points to bring them back up to that amount of their HP. You can only use this twice per long rest. At 20th level you may use this at 1/4th your current oracle points but healing a downed ally for double that amount and you are able to do so 3 times per long rest.
Heart of The Warrior
At 11th level, many days out in the field as a God Eater has made once terrifying tasks seem like the daily grind. You gain advantage on saving throws involving fear or terror. Should you fail the saving throw you gain advantage on any attempt to break free of your terror/fear. As an action you can free an ally from their terror/fear(use insight instead of medicine for the saving throw)
At 13th level, throughout your days in the field you have found out that you can take the power in your weapon and enhance it. As a bonus action you can spend any interval of 10 oracle points to do one of the following:
1) Gain one more weapon die that your weapon uses for two rounds. At the end you will gain 1d4 exhaustion points after this (ignore this if you choose to fall unconscious)
2) Knock the enemy prone and stun them until the end of their turn.
Your overdrive can be without any cost and instead will leave you unconscious for 1d4+2 rounds. At 18th level you become incapable of actions aside from defending for 2 turns.
At 15th level, when you are below half health, your God Arc is Melee Form, and you're engaged to a target in front of you. You can spend 20 Oracle points to jump back 20ft and transform your God Arc into it's ranged form and make a Ranged attack with it as part of the same action. You can use this ability as a reaction. You can use this ability again after a long rest.
As a God Eater you have learned that survivability is key, not just for yourself but your allies as well. As an action you can grant one of your overdrive abilities to an ally or use your oracle points to send healing shots towards your allies(uses same weapon die and cost as shot type. Overdrive benefits cost 10 points no matter what if given to ally)
At 18th level, through pushing your limits time and time again, you have found that your body can exceed mortal limits. You have an advantage on all Strength and Constitution saving throws. Additional, you can no longer gain exhaustion levels through non magical means.
You have become a master combatant out in the field of battle. As a God Eater you can make a devastating combo with all your combined skills. For 30 oracle points you can do a total of 10 of the following actions:
2) Attack (includes shooting)
3) Use an Overdrive ability (half cost)
4) Use a Weapon Modification ability
Though many people want some fancy Modification to their God Arc, you see no problem with the classic sword.
- Sharp Edge
-At 3rd level, your God Arc's blade has become sharper than most. Your God Arc now deals 1d10 slashing damage.
- Parrying Upper
-At 5th level, As a reaction to being attacked by a melee attack or skill you may parry the attack with an upward strike. The target must make a saving roll of DC 13 + your strength modifier. If they fail they are knocked prone until their next turn and their action is interrupted. You can do this once per long rest increasing to twice at level 16.
- Vicious Knight
-At 7th level, you have become deadly with your God Arc. Whenever you roll a 20 on a attack roll, you can add an additional 1d8 to your damage roll. Your God Arc is also now treated as a magical weapon for the purpose of overcoming resistances and immunities.
- Charge Crush
-At 10th level, you have the ability to unleash a powerful cleaving strike using all your might upon a singular target as an action. You deal 10d10 of damage to the target. You are able to unleash a follow up (CC • Destruct: Small spikes appears from the ground on the point of impact of Charge Crush, dealing additional damage 6d6 necrotic damage to enemies withing 10 feet of the initial target.) By expending 30 Oracle points. Instead of an overhead strike you may make a horizontal sweep with the ability to strike multiple targets within a range of 15 feet in front of you but you are unable to produce a follow up and instead knock them away 10 feet.
- Plasma Edge
-At 12th level, your God Arc has been modified to have a plasma edge. At any time, you can spend 20 Oracle points to activate it's plasma edge until the end of your next turn. While activated, Your God Arc deals an additional 2d6 radiant damage.
- Vorpal Champion
-At 16th level, you have become a monster on the battlefield. When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need a head. Such a creature instead takes an extra 6d8 slashing damage from the hit.
You've decided to adopt a style that gives your enemies no escape.
- Reaper's Scythe
-At 3rd level, your God Arc has been modified to be a scythe in melee form and now does 1d10 slashing damage. When in melee form, your God Arc has a reach of 10 ft, and has finesse.
- Blunt Cutter
-At 5th level, you may make an upward swinging attack with an expanded scythe that propels you 10ft into the air and 10ft away from the target. You may make use of your extra attacks as well as devours on the target while in the air landing after the final attack. This counts as a disengage and therefore does not provoke opportunity attacks from enemies if you leave their attack range.
- Death Hook
-At 7th level, when your God Arc is in melee form, you can attempt to pull an enemy that is within 10ft of your God Arc in front of you. The target must make a Dexterity saving throw (dc=15). The target is pulled right in front of you and stunned until the end of their next turn on a failed save. Nothing happens on a successful save. If the target fails the save, you can use Devour on it as part of the same action. You can't use this ability on creatures more than one size larger than you, or Creatures already within 5ft of you. You can use this ability as a reaction whenever an enemy takes the disengage action to move from you.
- Spinning Pendulum, Windmill Drop
-At 10th level, you may make a triple upward strike in which the target must make a DC13 CON + your STR modifier. If they fail they take 3d10 and are launched into the air 10ft in which an ally can make a single follow up attack against the target with your prof bonus added to the attack roll and GE level added to the damage. On a fail the target takes half damage and is not launched. If used in burst the target makes the save with disadvantage and 2 allies are able to make a follow up attack. After using this you may activate Windmill Drop at the cost of 30 OP which causes you to make a spinning cleave while descending on the target inflicting 2d8 slashing damage and an additional 2d10 if the target is already airborne. Windmill Drop can be used as an attack if you are in the air from other actions. You may increase the target is launched by Spinning Pendulum by paying 5 OP every 5ft. Add 1d8 of damage to Windmill Drop for every 5ft you are descending from the air.
- No Escape
-At 12th level, your God Arc gains access to a third form, the naginata. you can spend 7 Oracle points to temporarily transform your God Arc into it's naginata form, it has a reach of 15 ft and deals an additional 1d8 slashing damage While in this form, The God Arc remains in this form until end of your next turn. Whenever you miss an attack while your God Arc is in melee form, you may transform it into it's naginata form and reroll the attack. You can use this Ability again after a long rest.
- Wraith Dance
-At 16th level, when your God Arc is in its base melee form, you can spend 10 Oracle points to target one enemy within 5ft of you, you can make three attacks as a single action.
The first attack knocks the target 5ft.
When you make the second attack, deals 1d8 necrotic damage in addition to the God Arc's damage.
When you make the third attack, your God Arc transforms into it's naginata form and deals 1d10 necrotic damage in addition to the God Arc's damage, and stuns the target until the end of the targets turn. If the target would die because of this ability, you can Devour it as part of the same action.
You must finish a long rest to use this ability again.
When it comes to close quarters combat, you prefer to shred the enemy as quickly as possible.
- Giant Chainsaw
-At 3rd level, your God Arc's melee form has been modified into a chainsaw. Your God Arc's melee form now has an activated and inactive mode. It's activated mode deals 1d8 slashing damage. You can activate it by spending 2 Oracle points. It remains activated for one round.
- Impulse Edge Detonate
-At 5th level, after melee attacks you are able to quickly fire an explosive shot without switching out of blade mode. This damage strikes as 3d6 towards the targets elemental weakness. Each shot costs 5 OP.
- Serated Teeth
-At 7th level, when you activate your God Arc, it now deals 1d10 damage. You can also attempt to break any Weapon an enemy has. You make a Strength check (dc=2x Total damage the target weapon can deal). On a success, the weapon is destroyed. You can only use this Ability while your God Arc is activated.
- Vampiric Blade
-At 10th level, when you inflict damage upon enemies you heal for that amount of damage inflicted. If you are at full HP inflicts half the damage you inflicted as additional damage that the target is weak against. Allies in burst are also healed for damage you deal.
- Elemental Shredder
-At 12th level, when you activate your God Arc, it now deals 1d12 damage. In addition, you choose an additional damage type for your God Arc (from fire, ice, water, lighting, or acid), while your God Arc is activated, it deals both slashing and the chosen type at the same time (The damage your God Arc deals is both treated as slashing and the chosen type, it doesn't deal additional damage because of this feature).
- Destroyer of the Armory
-At 16th level, you can now destroy the armor of an enemy. When you successfully land a hit with your God Arc while it's activated, you can attempt to destroy the armor. You make a Strength check (dc=armor class of target creature or 20 which ever is higher). On a success the armor is destroyed decreasing the AC of the target by half. This can only be done twice per long rest and targets afflicted by it can not have their armor destroyed again.
Through your experience you found that slicing your enemies is just boring, why not crush their bones instead?
-At 3rd level, your God Arc has been modified to deal blugeoning damage instead of slashing damage. You can also spend 5 Oracle points to knock an enemy back 5ft on a successful hit.
- Spiral Smasher
-At 5th level, you can swing your God Arc in an arc to hit multiple enemies adjacent to you. You roll the attack roll for all of the adjacent enemies, and roll damage separately. You can use this Ability again after a long rest.
- Heavy Hitter
-At 7th level, your God Arc deals force damage instead of blugeoning, and you can now pay increments of 5 Oracle points to knock the target back a number of feet equal to the points payed on a successful hit, and half (rounded down) on a miss.
- Fatal Flail
-At 10th level, you make a flurry of sweeping blows upon targets within your attack range in front of you. The target takes 2d10 worth of bludgeoning damage which bypass resistance and immunities. You may continue this by paying 10 OP every additional swing inflicting an additional 2d10 worth of damage every swing. When ending the flurry by choice you finish with an overhead swing which deals 4d10x The total number of swings +your STR modifier. targets hit must make a DC 10 CON save plus your STR+PROF or have their movement reduced to 0 for 2 turns. If used in burst you pay for every other additional swing and the overhead swing doesn't cost you any OP. You do not regain OP from damage inflicted by this skill except when in burst and only gaining 5 OP per hit. This skill can only be used a number of times equaling your CON modifier before a long rest.
- God Killer
-At 12th level, You use your turn to make a legendary overhead strike upon a target which creates an enormous crater in the ground. The target takes 20d20+STR modifier + GE level worth of bludgeoning damage which bypasses resistances and immunities. The target and all creatures withing 40ft must make a DC X CON save (X= STR+GE level) with their roll reduced by your PROF bonus or they are knocked prone and are paralyzed for 1 turn. Your allies are not paralyzed by failing this roll. This skill costs your maximum OP and leaves you with half movement your next turn. If used while in burst the damage is increased by an additional Zd10 and enemies within 15ft of the target take Zd10 (Z=STR modifier), automatically fail the saving roll and your do not lose movement during your next turn. This can only be used twice per long rest and 3 times a day.
- Hammer of Thor
-At 16th level, you can pay in increments of 5 Oracle points to strike the ground. This effects an area In feet or straight line ahead of you equal to the number of points payed and causes lightning to fall furiously within those areas. All creatures in this radius must make a Dexterity saving throw (DC=15). They take 8d6 force damage and 16d12 lightning damage on a failed save and miss their next turn and are left at disadvantage on everything until the end of the next turn they have and all healing done to them will instead do double that amount as damage instead. On a successful roll they take half damage and have their movement reduced to 1/3rd rounding down and lose their ability to enact bonus actions until their next turn. If used in burst the save is increased to DC 18 and all targets roll with double disadvantage. You can use this ability once per day.
You have decided to keep your distance when possible.
- Eagle Eye
-At 3rd level, your God Arc has been modified to conquer the field at long distances. The range on your God Arc's Ranged Weapon form increases to 140/300ft and you deal a 1d10 piercing damage.
- Cannon Shot
-At 9th level, you can use maim while your God Arc is in its Ranged form, but you still can't use Devour as a bonus action if you use Maim in its Ranged form.
- Piercing Bullet
-At 13th level, if there are two or more enemies within your God Arc's range and in a straight line, you can roll an attack roll and damage roll for all of them. On a hit they all become stunned until the end of their turn. You can use this ability again after a long rest.
- God's Eye
-At 17th level, your God Arc's Ranged form can now fire up to 300ft and you cannot receive disadvantages on Ranged attacks made with your God Arc. You also deal an additional 2d12 piercing damage.
You prefer to pepper your enemies in in a blaze of bullets.
- The Vulcan
-At 3rd level, you only need to spend one oracle point to fire your God Arc. You can also now fire any number of shots equal to 1/4 your max Oracle points per attack (you roll one attack roll for all the shots). Each shot does 1d4 piercing damage + half proficiency bonus rounded down.
- Oracle Barrage
-At 9th level, you can spend half your current Oracle points, you fire that many shots at Target enemy, you deal 1d6 piercing + proficiency per shot. The target must make a Dexterity saving throw (dc=17). The target takes half damage on a successful save, and full on a failed save. You must complete a long rest to use this ability again.
- Vulcan Rain
-At 13th level, you can now fire any number of shots, as long as you have the Oracle points to pay for them.
- Bastion Mode
-At 17th level, you can enter a stance known as Bastion Mode. While in this stance, you gain +3 to AC and cannot take the movement action. You can switch between stances at the beginning of your turn. In addition, while you are in this stance, you can select any number of creatures within your God Arc's range (MAX 7), you attack each with 10 shots from your God Arc (this still consumes your Oracle points). You roll one attack roll per target, and one damage roll for all. You must complete a long rest to use this ability again (you can still enter the stance at will, just not the ability).
Boom, Boom, BOOM! You love to blow up your enemies and watch their ashes fall like snow.
- Rocket Launcher
-At 3rd level, your God Arc had been modified to destroy enemies in very few shots. It costs 3 Oracle points to fire the God Arc now, and it's range has been reduced to 60ft, but it now does an additional 1d8 fire damage per shot.
- Strapinal Ammo
-At 9th level, whenever you hit on a Ranged attack, everything within a 10ft radius must make a Dexterity saving throw (dc=15) or take 1d6 piercing damage.
- Mortar Master
-At 13th level, you can enter the Mortar Master stance. While in this stance, your God Arc's range increases to 120ft, but you cannot take the movement action. In addition, while in this stance, whenever you make a hit, the dc for your Strapinal Ammo ability increases to 17, and those who fail the save takes 1d4 piercing damage. You can remain in this stance for up to three rounds. You must finish a long rest to use this stance again.
- Death From Above
-At 17th level, you can spend Oracle points in increments of 10 to fire a missile with a range of 50 to any space within it. When the missile lands at the designated space, all creatures within a 30ft radius must make a Dexterity saving throw (dc=19). They take Xd8 Fire damage on a failed save, and half on a successful one (X is every 10 Oracle points spent on this ability). If the missile lands on a space that is occupied by a creature, that creature automaticly fails and takes double the damage instead. You can warn any number of Allies of this Attack to negate the damage, but they have to hear it for this to apply. You must finish a long rest to use this ability again.
Prerequisites. To qualify for multiclassing into the God Eater class, you must meet these prerequisites: Str or Dex 15 and Con 13
Proficiencies. When you multiclass into the God Eater class, you gain the following proficiencies: The god arc.