God Seeker (5e Class)
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- 1 God Seeker
- 1.1 Hunger for Power
- 1.2 Creating a Godseeker
- 1.3 Class Features
- 1.3.1 Table: The Godseeker
- 1.3.2 Unarmored Defense
- 1.3.3 Dual Wielding
- 1.3.4 Infinite Wisdom
- 1.3.5 Path of Divine Feature
- 1.3.6 Ability Score Increase
- 1.3.7 Extra Attack
- 1.3.8 Ascension
- 1.3.9 Unbending Will
- 1.3.10 Unparalleled Knowledge
- 1.3.11 Improved Dual Wielding
- 1.3.12 Aura of The Gods
- 1.3.13 Greater Dual Wielding
- 1.3.14 Two Weapon Fighting
- 1.4 Path of the Avenger
- 1.5 Path of the Hell Raiser
- 1.6 Path of the Forsaken
- 1.7 Path of the Harbinger
|“||Too long has the throne of Heaven been empty. Not you, nor God sit at its throne. For too long the emptiness has been unbearable to me. So now, I shall sit on that throne.||”|
|—Sosuke Aizen (paraphrased)|
Hunger for Power
A godseeker is an individual who seeks the power of the divine. For better or worse, for rain or shine, they are determined to get their hands on ultimate godhood, claim a cloak of divinity and sit atop the throne of the Almighty.
Creating a Godseeker
Godseekers will do anything to get their way. They have to be strong enough to stand alone in a pinch, and be leaders. They also are really set on becoming deities themselves. What kind of a deity does your godseeker want to become? What impetus pushed them to this thirst for power?
- Quick Build
Dexterity should be your highest score, with your choice between Constitution or Wisdom being the second highest score followed by the other one. Then, pick a background that gives good depth to your power-hungry god seeker.
As a Godseeker you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple and martial melee weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Insight, Intimidation, Investigation, Nature, Perception Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple/martial melee weapon and a shield or (b) 2 martial melee weapons of your choice
- (a) traveler's clothes or (b) leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||Unarmored Defense, Dual Wielding|
|3rd||+2||Path of Divine Feature|
|4th||+2||Ability Score Improvement|
|6th||+3||Path of the Divine Feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Improved Dual Wielding|
|12th||+4||Ability Score Improvement|
|13th||+5||Aura of The Gods|
|14th||+5||Path of Divine Feature|
|15th||+5||Greater Dual Wielding|
|16th||+5||Ability Score Improvement|
|17th||+6||Path of Divine Feature|
|18th||+6||Two Weapon Fighting|
|19th||+6||Ability Score Improvement|
|20th||+6||Path of Divine Feature|
The aura of a god forms a thin layer above your skin, giving you protection. When you reach 1st level, while you are not wearing armor or shield, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier. This cannot be used in tandem (doesn't stack) with any other unarmored defense from other classes such as monk or barbarian that also have this feature.
Beginning at 1st level, you can fight with a different weapon in each hand, as long as the weapon does not have the two-handed or reach property or as long as the weapon has the finesse property. You can make one extra attack each round with the second weapon, expending your bonus action.
Path of Divine Feature
At 3rd level, the goal you designate your end for this godly power is realized. You bind your future growth to making this goal a reality. Choose from the Path of the Avenger, Path of the Hell Raiser, Path of the Forsaken, and Path of the Harbinger.
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.
When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Well on your way to godhood, you get a certain spring to your step. When you reach 7th level, add half your proficiency bonus rounded down to Athletics and Acrobatics and skill checks you make even if you are already proficient with them. In addition, you can jump extra feet equal to your Dexterity modifier in both height and distance on jumps.
When you reach 9th level, when you drop down to 0 hit points, you can instead choose to drop down to 1 hit point. You may use this feature twice, regaining all uses after you finish a long rest.
Beginning at 10th level, your ascension to godhood has allowed you to learn things quicker than most. You learn a language of your choice and you gain proficiency in an artisan's tool of your choice.
Improved Dual Wielding
When you reach 11th level, you may now make two attacks when you use your bonus action to attack with your off-hand weapon. However your second attack, with your off hand, is made at a disadvantage.
Aura of The Gods
At 13th level, you may spend an action to cause creatures of your choice within a 30 foot radius of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. The creatures that fail their saving throws are all charmed or frightened by you (your choice) for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you can not use it again until you finish a short or long rest.
Greater Dual Wielding
When you reach 15th level, the second attack from your off-hand weapon is no longer made at disadvantage.
Two Weapon Fighting
Beginning at 18th level, your two handed style becomes more efficient. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Path of the Avenger
Having been wronged by the powers of a God in your past, you seek to become a god to destroy gods.
- Fall from Grace
At level 3, you can reroll a Dexterity saving throw or skill check before the results of the roll have been announced. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
- Ranged Expert
At 6th level, you gain proficiency with simple ranged weapons, which deal 1 additional damage on their damage rolls.
- Take a Beating
You're fast and furious; able to deal a good blowback at those who dare oppose you. At 17th level, when you are hit by a melee attack, you may use your reaction to make a melee weapon attack against that creature.
- Explosive Fury
At 20th level, you may use your action to enter a state of extreme alertness. For the next hour, you may now make three attacks when you use your bonus action to attack with your off-hand weapon. However, this third attack is made at disadvantage. You regain use of this feature after you finish a long rest.
Path of the Hell Raiser
The more chaotic and evil aspects of divinity appeal to you. Achieve godhood to please your desires for nefarious purposes!
- Earthly Anchor
At 3rd level, your actions bring about a glimmer in your eyes for treasures of the material world. You gain proficiency in the Investigation skill, if you already have proficiency in it, you can double your proficiency bonus.
- Protection Pact
At 6th level, you have signed a pact with a fiendish entity to grant you protection. You are now considered to be under the effects of nondetection spell at all times and may not be moved or teleported by a magical effect without your consent.
- Gilded Eyes
At 14th level, you can see further into dim light an additional 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Weakening Gaze
At 17th level, you may attempt to weaken a creature that you can see within 60 feet of you as an action or bonus action. The target must make a DC 8 + your proficiency bonus + your Wisdom modifier Charisma saving throw to not gain disadvantage on their next attack roll and saving throw until the start of your next turn. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses of this feature after you finish a long rest.
- Lock Down
When you reach 20th level, whenever a creature moves within 5 feet of you or moves out of your reach on their turn, you may use your reaction to make an opportunity attack against them. If this attack lands their movement speed becomes 0 until the start of your next turn.
Path of the Forsaken
You, having been abandoned by the gods, seek their power solely for self-empowerment. It wasn't the gods' fault they ignored your potential awesomeness.
- Relatable Outcast
At 3rd level, people pity you, as you are seen as a victim of circumstance outside your control. You gain proficiency in the Insight skill, if you already have proficiency in it, you can double your proficiency bonus.
- Without Guidance
At 6th level, your journeys allowed you to tolerate harsh environments and ignore their penalties, such as the increased required water intake when traversing through a scorching desert. You also gain advantage in saving throws or skill checks that would cause you to gain level(s) of exhaustion on a failure.
- Chosen Resistance
At 14th level, you may choose a damage type. You gain resistance to that damage type, and if you are damaged by this damage type, you may add +1d6 to your next damage roll of the damage type you chose resistance to. You may change this damage type when you finish a long rest, and may not have more than one instance of bonus damage from this feature active at any time.
At 17th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws that use magic to impede movement, such those created by the entangle spell.
- Supreme Fortitude
When you reach 20th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
Path of the Harbinger
You walk the path of perceived holiness. You wish to attain the power of the gods for all the good it will do the world.
- True Path
By 6th level, you have truly learned to follow the ways of the Path of the Harbinger by allowing your inner light to guide you. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. You regain use of this feature after you finish a short or long rest.
- Protective Ward
Beginning at 14th level, your body has obtained protective magic's against harmful effects. You gain have advantage on saving throws that attempt to give you the poisoned, petrified, and blinded conditions and you gain advantage on your next melee attack against a creature that has attempted to poison, petrify, or blind you.
- Angelic Wings
As one to become a god, you deserve your time in the sky as well as the sun. At 17th level, you gain the ability to summon and dismiss wings of pure light as a bonus action, gaining a flight speed of 25 feet. If you already had flight speed, your flying speed is instead increases by 10 feet when this feature is activated. If you already had Glide Speed, it becomes flight speed.
- Divine Runes
Beginning at 20th level, you have gained the power to harness the holy runes of the heavens. As an action, you may activate these holy runes, entering a holy state for 1 minute. On you turn, you choose a point you can see within 90 feet of you as a bonus action. You call down holy light to that point. Each creature within 10 feet of that point must make a DC 8 + your proficiency bonus + your Wisdom modifier Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. On each of your turns until this effect ends, you can use your bonus action to call down holy light in this way again, targeting the same point or a different one within range.