Godhand (5e Class)
From D&D Wiki
- 1 Godhand
- 2 Creating a Godhand
- 3 Class Features
- 3.1 Table: The Godhand
- 3.2 Binding
- 3.3 Divine Defense
- 3.4 Godhand Armament
- 3.5 Divine Potential
- 3.6 Rebellion
- 3.7 Overdrive
- 3.8 Spellcasting
- 3.9 Godhand Absorb
- 3.10 Divine Destruction
- 3.11 Ability Score Increase
- 3.12 Extra Attack
- 3.13 Evasion
- 3.14 Divine Infused Strikes
- 3.15 Controlled Overdrive
- 3.16 Divine Resilience
- 3.17 Godhand Propulsion
- 3.18 Eternal
- 3.19 Godhand Spell List
- 4 Multiclassing
In the days of Darkness, when the demon-kings rule the world, and humanity is forced to exil in the underground deeps, a new kind of defenders emerge from the blasted lands, harnessing the power of Gods, Dragons, and Demons alike against the demonkin. Those incommensurable combattants known as Godhands, sacrifice one of their arms to contain a deity immense power, and fight a bitter war in a world of demons.
A Godhand literally reaches out and grabs divine power for themselves. Either by way of curse, magical bindings, or other magic they seize power and sacrifice an arm to contain it. Divine power surging in an uncontrollable torrent they lash themselves to a power too large for them to fully utilize- like a man riding a storm to battle.
The binding that occurs, empowering and sacrificing a limb at the same time, is not always of their working.
Godhands may be born cursed with such an affliction and it only manifests when triggered by the need is meet. Others seek the power from other sources, accepting angelic spirits into their limbs with demonic magic worked by a greater demon, or playing host to dying demon for the sake of revenge. However, across the board there is the unifying notion of a lust for personal power- a consensual domination of the divine that makes godhands such renegades.
What is bound in their arm varies. Some are ambitious enough to bind a lesser Deity, a dying Great Wyrm, a very powerful Angel, maybe even a dead Demon-king, or some form of raw divine energy (perhaps a portion of a major deity’s power).
The long lost Alkavirian knowledge of Godhand's creation has been unearthed by a mysterious faction after the Great Defeat; and a few godhands have been seen recently.
People of the Shadows begin to hear about their powerful feats and see hope in those men and women ostrasized in past ages.
Easy recognizable with their dismorphic divine arm and their sacred tatoos acting as seals to prevent divine energy from flowing without control, those warriors roam the blasted lands and the shadows to seek an end to the demonic reign.
Creating a Godhand
- Quick Build
You can make a Godhand quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Your next-highest score should be Constitution. Finally, choose the Folk Hero background.
As a Godhand you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Divine Arm, Unarmed Wraps
Tools: Choose one type of artisan's tools or one musical instrument.
Saving Throws: Dexterity and Charisma
Skills: Choose three: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Sacred Tattoo
- (a) dungeoneer's pack or (b) explorer's pack
- If you are using starting wealth, you have 4d10x2 in funds.
|Godhand Base Damage||Divine Potential||Cantrips known||Spells known||Features||—Spell Slots per Spell Level—|
|1st||+2||1d6||4||-||-||Binding, Divine Defense, Godhand Armament, Divine Potential, Rebellion||—||—||—||—||—|
|3rd||+2||1d6||6||2||3||Godhand Absorb, Divine Destruction||3||—||—||—||—|
|4th||+2||1d6||7||2||3||Ability Score Improvement, Godhand Reaction 1||3||—||—||—||—|
|5th||+3||1d6||8||2||4||Extra Attack, Danger Sense||4||2||—||—||—|
|6th||+3||1d6||9||2||4||Divine Infused Strikes||4||2||—||—||—|
|8th||+3||2d6||11||2||5||Ability Score Improvement||4||3||—||—||—|
|9th||+4||2d6||12||2||6||Divine Resilience, Controlled Overdrive 1||4||3||2||—||—|
|12th||+4||2d6||15||3||7||Ability Score Improvement||4||3||3||—||—|
|15th||+5||2d6||18||3||9||Controlled Overdrive 2||4||3||3||2||—|
|16th||+5||2d6||19||3||9||Ability Score Improvement||4||3||3||2||—|
|19th||+6||3d6||22||3||11||Ability Score Improvement||4||3||3||3||2|
The godhand has bound some form of divine energy, presence, or being by sacrificing an arm. At 1st level the godhand must select the nature of the power bound in his new arm and what arm it is bound in (henceforth referred to as the “divine arm”). The godhand’s divine arm functions as a normal arm would (complete with appropriate slots) unless specially noted.
A godhand may bind either an evil or good aligned force into their divine arm. This does not need to reflect the godhand’s own alignment. Regardless of the alignment of the power bound in the godhand’s divine arm- it resents being bound there. Once these choices have been made they cannot be changed. A divine arm has two states; active and suppressed.
A suppressed divine arm functions like a normal arm and is considered an “undrawn” weapon (i.e it doesn’t threaten). It gains no benefits from being a divine arm in this state but the arm does not rebel (see the rebellion class feature).
An active divine arm gains all the benefits for being an divine arm but the arm rebels at the start of each round. Activating and suppressing a divine arm takes the same action as drawing or sheathing a weapon (allowing it to be used with feats like Quick Draw). When activating a divine arm, the godhand can have any morphologies he knows and wishes active upon activating it.
The arm has a very distinctive and clearly divine appearance reflecting the nature of the arm. It is often larger than the other arm, creating a visible asymmetry in the godhand’s silhouette. As they progress in level it becomes more lavish, much larger, and far more difficult to hide. It takes a DC 10 + godhand level Disguise check to disguise its appearance from a casual observer. A suppressed divine arm reduces the DC by 5 (so it is DC 5 + godhand level).
A divine arm radiates an aura of the alignment of the power sealed within it as if it were a paladin or anti-paladin of equal level, though this is clearly separate from the godhand’s own (example: a detect evil spell on an evil godhand with an evil divine arm would detect the godhand’s own evil alignment but a distinctly separate evil source from their arm).
Your divine arm provide you divine protection. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
At 1st level, your divine arm gives you mastery over a unique combat style that combine divine strikes and spellcasting in one move.
You gain the following benefits while you are unarmed:
- You can use Dexterity instead of Strength for the attack and damage rolls of your divine arm's strikes.
- You roll 1d6 Damage. The damages change as you gain Godhand levels, as shown in the Godhand Base Damage column of the Godhand table.
- When you use the Attack action with an unarmed strike using your divine arm, you can cast a spell as a bonus action.
- You ignore all components for your spells, you must cast them using your divine arm.
Starting at the 1st level, you can now harness the divine energy flowing within your arm. Awakening its true power. This Divine Potential can be used in many ways to enhance your abilities. Those powers are known as morphologies.You can change the Morphologies every time you have a short or long rest
As long as your divine arm is active you gain the benefits. Exemple:
- If you have 8 Divine Potential, you can allocate 8 Points each rest.
Using your Godhand Base Damage, choose between bludgeonning, piercing, slashing Dmg, each rest while your divine arm is active, you can:
- Allocate 5 points, after you hit an with a melee Godhand attack enemy it must make strength saving throw against your spell save DC. On a failed save it is pushed 5 feet away from you a direction you choose .
- Allocate 5 points, the range for your Godhands melee attacks increases by 5 feet. At 10th level you can allocate 8 points to this morphology to extend the range by 10 feet rather than 5.
- Allocate 3 points, you gain the Reckless Attack feature which applies to your dexterity based god-hand melee attacks but not your spell attacks.
- Allocate 10 points, your godhand attacks deal additional force damage equal to your proficiency bonus.
- Allocate 10 points, when you kill an enemy with a Godhand melee attack you regain hit points equal to half your level.
All consuming aura
- Allocate 5 points, as a bonus action you can create a 15 foot aura around you. For 1 minute any creature hostile to you or your allies in the aura immediately take either necrotic or radiant damage (depending on the nature of your Godhand) equal to your proficiency bonus. At level 10 you can allocate 8 points to increase the auras radius to 20 feet. This can ability recharges once per long rest.
- Allocate 5 points, you gain a +1 to your ac and saving throws. At level 10 you can spend 8 points to make this a +2. (can only be taken once)
Protection from the elements
- Allocate 5 points to gain resistance to any 1 damage type. At level 15 you can spend 8 points to gain immunity to 1 damage type.
- Allocate 3 points, you can use your reaction to add your charisma bonus against any attack from an enemy you can see.
- Allocate 8 points, you become magically bonded with a number of willing creatures equal to your charisma modifier. When any of those creatures take damage you can use your reaction to reduce that damage by your charisma modifier+your proficiency bonus. You can Allocate an additional 2 points to be able to communicate telepathically with any of these bonded creatures while you are within 100 feet of them. They are able to communicate directly with you but not each other. These creatures need to be able to understand at least 1 language.
- Allocate 10 points, when you are subjected to a damaging saving throw against a spell or effect you take no damage if you succeed and only half damage if you fail.
- Allocate 5 points, while your divine arm is active you can cast false life on yourself on yourself as a first level spell at will without verbal, somatic or material components.
- Allocate a number of points equal to the spells level to change the damage type of 1 of your spells (Pick From: Cold, Fire, Lightning, Thunder, Necrotic, Radiant, or Acid).
- Allocate 10 Points, you can choose to deal maximum damage (ex: 12 for a d12) on one of your melee or ranged spells a number of time equal to your charisma modifier minus 2, which resets between short and long rests.
- Allocate 5 Points to be able to use your reaction to impose Disadvantage on your Spell save DC against a target.
You cannot allocate more Divine Potential than twice your Proficiency bonus in one morphology.
- at level 10, add 2 to the amount of points you can allocate.
A godhand struggles against the raw torrent of power locked inside his arm. It’s too much for a mortal vessel to bear safely and this manifests in rebellions from it’s arm. At the start of each round when a divine arm is active, the godhand must make a Char save DC 8 + proficiency bonus).
All penalties last until the start of their next turn. The godhand may alternatively accept taking 1/2 his godhand level in damage (minimum 1 damage) to ignore this failed effect.
Roll a d8, and apply the result:
- 1, you are forcefully moved 10 feet in a random direction.
- 2, you take damage equal to your godhand level.
- 3, you move up to and attack the nearest living creature, you can choose whether to use your extra attack.
- 4, you manage to override the rebellion and take actions normally.
Starting at 2nd level a godhand can flood himself with the energy from his arm as a free action, breaking down the seals that bind the power in their arm slightly.
This flood of energy grants him a +1/2 godhand level (minimum +1) sacred or profane bonus (depending on the alignment of their divine arm) on attack rolls until the start of their next turn, but also gives a penalty equal to half the bonus granted on Char saves against rebellion on the following turn (minimum -1). You can use this feature once per short or long rest.
By the time you reach 2nd level, you have learned to use the divine magic power within your divine arm to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class description for the Godhand Spell List.
You have to have your divine arm active to cast spells. You do not have to prepare your spells.
The Godhand table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Godhand Spell list.
The Spells Known column of the Godhand table shows when you learn more godhand spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the godhand spells you know and replace it with another spell from the godhand spell list, which also must be of a level for which you have spell slots.
Charisma is your spell casting modifier.
- Spell save DC = 8 + your Proficiency bonus + your Charisma modifier.
- Spell attack modifier = your Proficiency bonus + your Charisma modifier.
You use your divine arm when landing. The strength of your divine arm protects you from falling damage. Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage by twice your Divine Potential value.
At 3rd level, the godhand’s divine arm gains a sacred or profane bonus (depending on the alignment of their divine arm) on damage rolls and spell damage equal to 1/4 their godhand level (rounded up) when striking and casting with their divine arm. This bonus stacks with that from overdrive.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 5th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Divine Infused Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 9th level, a godhand gains a mastery over overdriving his divine arm. The penalty to your Charisma save against rebellion is reduced by 1/2 your Charisma modifier (rounded up) when you overdrive.
At 9th level, The divine power flowing within your arm helps protect you from many effects and illnesses.
You have advantage on all saving throws and you have resistance to poison damage. Your divine arm also gives you immunity to disease. Additionally, magic can’t put you to sleep.
At 11th Level, The power of your divine arm grows significantly, while your divine arm is active, you can use dash as a bonus action and you gain 10fts of movement.
At 20th level, The Godhand can finally fully tap into and control their divine arm. They no longer suffer rebellion checks and all of their arms become divine arms. You gain one extra Bonus Action that can be used like a normal bonus action.
Godhand Spell List
Cantrips (0 Level)
- Blade Ward
- Acid Splash: You hurl a bubble of acid.
- Mage Hand: A spectral, floating hand appears at a point you choose within range.
- Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
- True Strike: Your magic grants you a brief insight into the target's defenses.
- Dancing Lights: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
- Fire Bolt: You hurl a mote of fire at a creature or object within range.
- Light: Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range.
- Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch.
- Minor Illusion: You create a sound or an image of an object within range that lasts for the duration.
- Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range.
- Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- Message: You point your finger toward a creature within range and whisper a message.
- Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice.
- Mage Armor: You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
- Shield: An invisible barrier of magical force appears and protects you.
- Fog Cloud: You create a 20-foot-radius sphere of fog centered on a point within range.
- Witch Bolt
- Comprehend Languages:For the duration, you understand the literal meaning of any spoken language that you hear.
- Detect Magic: For the duration, you sense the presence of magic within 30 feet of you.
- Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
- Chromatic Orb: You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target.
- Magic Missile: You create three glowing darts of magical force.
- Thunderwave: A wave of thunderous force sweeps out from you.
- Color Spray: A dazzling array of flashing, colored light springs from your hand.
- Disguise Self: You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it.
- Silent Image: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot
- Jump: The creature's jump distance is tripled until the spell ends.
- Cloud of Daggers
- Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- Detect Thoughts: For the duration, you can read the thoughts of certain creatures.
- See Invisibility: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.
- Darkness: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
- Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
- Scorching Ray: You create three rays of fire and hurl them at targets within range.
- Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
- Blur: Your body becomes blurred, shifting and wavering to all who can see you.
- Invisibility: A creature you touch becomes invisible until the spell ends.
- Mirror Image: Three illusory duplicates of yourself appear in your space.
- Phantasmal Force
- Darkvision (Spell): You touch a willing creature to grant it the ability to see in the dark.
- Enhance Ability: You touch a creature and bestow upon it a magical enhancement.
- Knock: A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
- Levitate: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
- Counterspell: You attempt to interrupt a creature in the process of casting a spell.
- Dispel Magic: Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
- Protection from Energy: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
- Sleet Storm: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder
- Daylight: A 60-foot-radius sphere of light spreads out from a point you choose within range.
- Fireball: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
- Lightning Bolt: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
- Major Image:: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
- Blink: On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
- Fly: The target gains a flying speed of 60 feet for the duration.
- Haste: Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
- Slow: You alter time around up to six creatures of your choice in a 40-foot cube within range.
- Water Breathing: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
- Water Walk: This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
- Banishment: You attempt to send one creature that you can see within range to another plane of existence.
- Stoneskin: This spell turns the flesh of a willing creature you touch as hard as stone.
- Dimension Door: You teleport yourself from your current location to any other spot within range.
- Dominate Beast: You attempt to beguile a beast that you can see within range.
- Ice Storm: A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
- Wall of Fire: You create a wall of fire on a solid surface within range.
- Greater Invisibility: You or a creature you touch becomes invisible until the spell ends.
- Cloudkill: You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range.
- Teleportation Circle: As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
- Hold Monster: The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
- Cone of Cold: A blast of cold air erupts from your hands.
- Wall of Stone: A nonmagical wall of solid stone springs into existence at a point you choose within range.
Proficiencies. When you multiclass into the Godhand class, you gain the following proficiencies: