Heavenly Host (5e Class)

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Disclaimer[edit]

This Class is meant to be played as two separate characters in one body. Meaning that you have two separate classes/character sheets. The two characters share a body and HP total but are meant to use different abilities depending on if it the angel or the Host in control. Talk to your DM if this is okay as it most likely will be a little OP.

Heavenly Host[edit]

Heaven has called and you have answered. Is this the will of God or is this a fallen angel with a mind of its own?

The Chosen[edit]

If God has a plan, you may yet have a part to play in it. An Angel has come to you in seek of a vessel. Although you still have control over your body, sometimes the Angel inside of you takes the wheel to drive.


Creating a Heavenly Host[edit]

An Angel has inhabited your body. What did you do to garner their attention? Any alignment will do -- did you cry out to god to save someone? Or were you prepared to give it your all in a final push towards victory? You will soon choose what type of angel has inhabited your body. Will it be an Angel of Death with their power to reap those who die and ferry them to the beyond? Or will it be an Angel of Light preforming miracles to

Quick Build

You can make a Heavenly Host quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Heavenly Host you gain the following class features.

Hit Points

Hit Dice: 1d8 per Heavenly Host level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Heavenly Host level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, Crossbows, small firearms (setting specific)
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Insight, History, Intimidation, Perception, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 10 bolts or (b) any simple weapon
  • a Priest's Pack
  • 2 Bottles of Holy Water
  • Leather Armor
  • If you are using starting wealth, you have it based on other secondary class's info in funds.

Table: The Heavenly Host

Level Proficiency
Bonus
Host Change Features
1st +2 1 Host Body, Host Change
2nd +2 1 Heavenly Weapon
3rd +2 1 Angel's Nature, Angel's Nature Feature
4th +2 2 Ability Score Improvement
5th +3 2 Astral Projection, Supernatural Sense
6th +3 2 An Angel gets its Wings, Angel's Nature Feature
7th +3 3 Dream Walking, Heavenly Smite
8th +3 3 Ability Score Improvement
9th +4 3 Holy Body
10th +4 5 Host Change Improvement, Angel's Nature Feature
11th +4 5 Supernatural Perception
12th +4 5 Ability Score Improvement
13th +5 7 An Angel gets its Wings Improvement, Plan B
14th +5 7 Power Negation
15th +5 7 Heavenly Smite Improvement, Holy White Light
16th +5 9 Ability Score Improvement
17th +6 9 Plan B Improvement, Chronokinesis
18th +6 9 Angel's Nature Feature
19th +6 Ability Score Improvement
20th +6 Molecular Combustion

Host Body[edit]

At 1st level, your body is staved off of the souls you touch. You no longer need to breathe, eat or drink, and you no longer age, nor can you die from old age.

In addition, you have a bonus to all your Saving Throws equal to your Charisma modifier (minimum of 1).

Host Change[edit]

Also at First Level you gain the ability to change between who is in control of the body. This Feature must be used as an action and if it is used during combat, you gain one level of exhaustion.

The number of Host Changes depend on your level, and you regain uses on a short or long rest. See the Host Change column to the left of the Features column. At 10th Level the disadvantage for switching classes in combat is removed.

Heavenly Weapon[edit]

At 2nd Level you gain the ability to bind a weapon you are proficient with to you, this weapon gains 1d4 Radiant damage and gives you advantage to Sleight of Hand (checks) when attempting to conceal the weapon.

The radiant damage is increased to 1d6 at level 5, 1d8 at level 7, 1d10 at level 10, 1d12 at level 12, 2d6 at level 14, 2d8 at level 16, and 2d12 at level 20.

Angel's Nature[edit]

At your 3rd level you discover your angel's true purpose, so you must choose what kind of angel you are hosting. You can choose between the Angel of Death or an Angel of Life, both granting you features at the 3rd, 6th, 10th, and 18th level.

Ability Score Improvement[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.

Astral Projection[edit]

At 5th level, you can use a bonus action to project a shadowy form of your wings onto surfaces at will, causing any creature who looks at you to see you for what you are. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes psychic damage equal to your Charisma modifier (minimum of 1).

Once you use this mantle, you can’t use it again until you finish a short or long rest.

Supernatural Sense[edit]

Also at 5th Level, you gain the ability to sense the alignment of angels, demons, and ghosts.

An Angel gets its Wings[edit]

At 6th level, you can use your bonus action to summon black or white wings from your back depending on if you are an angel of Death or Life, respectively. You gain a flying speed equal to your movement speed, lasting until the end of your turn. If you end your turn in the air, you slowly descend to the ground, as if you had been targeted by a feather fall spell.

At 13th level, the flying speed lasts until you choose to dismiss the wings as a bonus action.

Dream Walking[edit]

At 7th level you gain the ability to enter into people's thoughts and dreams. You can hear and see the target of this feature and the target can hear and see you, no matter the distance. In order to see however the eye of both individuals have to be closed. This feature can be used as a bonus action. You may use this feature a number of times equal to your Charisma modifier plus one (minimum twice) and regain uses on a short or long rest.

Heavenly Smite[edit]

At 7th level you also gain the ability to Smite you enemies using their Heavenly Weapon. On a hit you may choose to smite, dealing 3d8 radiant damage to one target. You may use this feature 3 times and regains uses on a short or long rest.

At 15th level this feature may be used 6 times per short or long rest.

Holy Body[edit]

Starting at 9th level your attacks ignore resistance and immunity to necrotic or radiant damage (Based on nature). This benefit applies to any effect from you, be it magic items you use, or spells gained from other classes.

In addition, you become resistant to necrotic and poison damage or radiant and psychic damage (Nature dependent).

Supernatural Perception[edit]

Angels are able to see almost all activity around them. At 11th level gain expertise in perception and investigation.

Additionally, you learn the See Invisibility spell, which you can cast on yourself at will, without spending spell slots. You may use this ability 3 times per long rest.

Plan B[edit]

At 13th level You and up to six willing creatures within 10 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary. If you cast this spell without first preparing a sanctuary, the spell has no effect. You may use this ability once per long rest going up to twice at level 17.

Power Negation[edit]

At 14th Level you learn the Counterspell spell used as a 5th level spell, which you take when you see a creature within 120 feet of you casting a spell, without spending spell slots. You may use this 3 times per short or long rest.

Holy White Light[edit]

At 15th Level some angels can unleash a highly concentrated blast of pure energy from their palms to destroy targets. Twice per short or long rest you can take an action to send out a 60 foot long and 5 feet wide blast of holy energy in any direction from you. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one.

The light also blinds any who fail their save for 2 turns.

Chronokinesis[edit]

At 17th level you begin to gain the powers of the archangels. You learn the Time Stop spell and may use it without spending spell slots. You may use this ability once every two days as it takes a huge toll on your hosted body. When used you gain one level of exhaustion after the effects of the spell end.

Molecular Combustion[edit]

At 20th level you are able to render beings, down to their component molecules, causing them to explode. If you cause damage to a creature you have previously injured with your Heavenly Weapon, the target dies instantly, if it has 100 hit points or lower, or takes 10d10 radiant damage, if it has more than 100 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Angel's Nature options[edit]

Angel of Death[edit]

An Angel of Death, also known as a Reaper. If this is the Angel you have inside your body you are in for a life of punishing the enemies of Heaven.

Soul Reaper

At 3rd level, whenever you cause damage to a creature with your Heavenly Weapon the damage type is necrotic instead of radiant. Additionally, you gain temporary hit points equal to half the damage dealt. The temporary hit points last for 1 hour or until you use this feature again. At 6th level, when you use life siphon while under half your maximum of hit points, you can regain hit points instead of gaining temporary hit points using this feature.

Grace

At 10th level, a creature is reduced to 0 hit points by your Heavenly Weapon, you gain 1 Grace point. You also gain 1 Grace Point by using your reaction when a creature within 60 feet is reduced to 0 hit points. You can't gain Grace points from a creature that has a CR lower than your proficiency bonus.

Whenever you, or a friendly creature within 60ft of you, are reduced to 0 hit points, you can spend 1 grace point to be reduced to 1 hit point instead. Any grace point unspent is lost when you finish a short or long rest.

Final Folly

At 18th level, you can spend a grace point to return to life after being killed. When you do so, you regain hit points equal to your Heavenly Weapon damage dice.

Angel of Life[edit]

If you have ever heard of a blind man seeing or a man who could not walk sprinting in a marathon these are the angels that create these miracles.

Little Miracles

At 3rd Level, you begin to be able to heal the sick and weary. You can choose any creature that is not cursed to be cured of any Condition. This feature can be used a number of time equal to your proficiency bonus and regains charges after a long rest. This feature cannot be used to cure the players own exhaustion level but can heal others.

At 6th level this feature can use the spell Remove Curse without using spell slots. This feature can be used a number of time equal to your proficiency bonus minus 1 and regains charges after a long rest.

Major Miracles

At 10th level, you can heal those around you with your touch. Choose up to 3 creatures and they heal 2d6 plus your charisma modifier in health. This feature can be used 3 times per long rest.

The Cost of a Wish

at 18th level, at the cost of a pure soul, you can use the spell Wish without using a spell slot. The soul used in the making of the wish is extinguished forever and cannot be revived in any way besides another wish. This feature can only be used three times total and cannot be gained back. Other forms of wish can be used at DM discretion.


Multiclassing[edit]

This class should not be multiclassed into as it is designed to work with a completely separate class in tandem.

5.00
(one vote)

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