Prophet (5e Class)

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Prophet[edit]

Warning: Certain parts of this class may need to be changed in order to run in your own world as I have made it for my homebrew setting

Class Features

As a Prophet you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Intimidation, Insight, Arcana, Persuasion, and Religion

Equipment

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

Table: The Prophet

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Relics Known
1st +2 Godly Patron, Pact Magic 2 2 1 1st
2nd +2 Relics 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 Destroy Undead (CR 1/2) 3 6 2 3rd 3
6th +3 Godly Patron feature 3 7 2 3rd 3
7th +3 Divine Intervention 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Godly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Godly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Radiant Spellmaster 4 15 4 5th 8

Godly Patron[edit]

At 1st level, you struck a bargain with a god of your choice: Bahamut, Bane, or Iluvator each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Godly Patron features

Pact Magic[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list or cleric spell list. You learn additional Prophet cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Prophet table.

Spell Slots

The Prophet table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Prophets spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

Prophets can choose spells from the warlock spell list or cleric spell list. At 1st level, you know two 1st-level spells of your choice from the warlock spell list or cleric spell list.

The Spells Known column of the Prophets table shows when you learn more Prophet spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Prophets spells you know and replace it with another spell from the Prophets spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Prophets spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Prophet spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Prophet spells.

Relics[edit]

In your study of occult lore, you have unearthed Relics, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two Relics of your choice. Your Relic options are detailed at the end of the class description. When you gain certain Prophet levels, you gain additional Relics of your choice, as shown in the Relics Known column of the Prophet table.

Additionally, when you gain a level in this class, you can choose one of the Relics you know and replace it with another Relic that you could learn at that level.

Pact Boon[edit]

At 3rd level, your Godly Patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Guardian

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Spear

You can use your action to create a pact weapon in your empty hand. The form of the pact weapon is always a spear with a golden tip. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one spear into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of Heavenly Knowledge

Your patron gives you a grimoire called a Book of Light. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Light, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of Gods Tongue

Your patron allows you speek using their voice. When using this ability your Charisma is temporarily increased by 2 and you gain proficiency with persuasion and if you already have proficiency you gain double proficiency.

If you are magically or physically, gagged ect, you can use this ability to break whatever spell or material is stopping you from speeking, this ability can be used your Prophet Level/2 times per long rest with a minimum of 1.

Ability Score Increase[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.

Banish Demons[edit]

You can use this ability to attempt to banish a demon. As an action, you present your holy symbol and speak a commanding phrase censuring demonic presences. Examples of a commanding phrase are "Go back to the shadows from whence you came!". Each demon that can see or hear you within 30 feet of you must make a Wisdom saving throw. Starting at 5th level, when a demonic creature fails its saving throw the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Banish Demons
Prophet Level Banishes Demons of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention[edit]

Beginning at 7th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Prophet level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.


Mystic Arcanum[edit]

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Prophet spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Prophet spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Radiant Spellmaster[edit]

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Relics[edit]

If a Relic has prerequisites, you must meet them to learn it. You can learn the Relic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Heavenly Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Wisdom modifier to the damage it deals on a hit and it deals double damage to undead.

Armor of the Faithful

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Heavenly Ascendent

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Guardian against Evil

You can cast Entropic Shield at will, without expending a spell slot.

Godly Speech

Prerequisite: 7th level

You can cast compulsion once using a Prophet spell slot. You can't do so again until you finish a long rest.

Knowledge of the Comdemned

Prerequisite: Pact of Heavenly Knowledge feature You can use this ability to know the allignment of any creature within 30Ft and can make a Wisdom check against it to read its thoughts.

Shield of Bahamut

Prerequisite: 15th level, Pact of the Spear feature

You can cast hold monster at will–targeting a celestial, fiend, or elemental–without expending a spell slot or material components. You must finish a long rest before you can use this Relic on the same creature again.

Justice sees all

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Angelic Arcana

Prerequisite: 7th level

You can cast dispel magic once using a Prophet spell slot. You can't do so again until you finish a long rest.

Heavenly Sight

You can cast detect magic at will, without expending a spell slot.

God's Wrath

Prerequisite: 15th level, eldritch blast cantrip

When you cast eldritch blast, choose to fire a only a single eldritch blast and its range is 30Ft but the creature must make a Constitution check or it cannot move for one turn and takes damage equal to its full Constitution score multiplied by your number of eldritch blast beams.

Bahamut's Vision

You can read all writing.

Angelic Life

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Blessed Blade

Prerequisite: 12th level, Pact of the Spear feature

When you hit a creature with your pact weapon, the creature takes extra devine damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Helper of the Heavens

Prerequisite: 9th level

You can cast conjure elemental once using a Prophet spell slot. You can't do so again until you finish a long rest.

Godly Fire

Prerequisite: 5th level

You can cast searing light once using a Prophet spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with the Light

Prerequisite: 5th level

When you are not in an area of dim light or darkness, you can use your action to cast invisibility purge until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Creator of Life

Prerequisite: 7th level

You can cast polymorph once using a Prophet spell slot. You can't do so again until you finish a long rest.

Sign of Blessings

Prerequisite: 5th level

You can cast bless four times without using a spell slot. You can't do so again until you finish a long rest.

Wind of the Gods

You can cast wind wall once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Spear

Prerequisite: 5th level, Pact of the Spear feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Guardian

Prerequisite: Pact of the Guardian feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

True Vision

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Godly Patron[edit]

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence–. Various patrons give their warlocks access to different powers and Relics, and expect their servants to do good deads with such power.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to guide mortals to do good. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, and rarely rivals.

Bane[edit]

You have made a pact with Bane. Bane believes that all must pay if they have unfairly wronged another.

Expanded Spell List

Bane grants you the ability to harness your want for vengeance into a physical form, you can choose from an expanded list of spells when you learn a Prophet spell. The following spells are added to the Prophet spell list for you.

Fiend Expanded Spells
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
The Headsman Axe

Starting at 1st level, whenever a creature near you is knocked prone you can add your Charisma modifier to the damage roll.

Altered Fate

Starting at 6th level, you can call upon Bane to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.

Bane's Protection

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Bane's Fury

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.

Bahamut[edit]

You have made a pact with Bahamut. Bahamut believes that life should be left to florish and chooses his Prophets to guide the mortal races.

Expanded Spell List

Bahamut allows you to draw upon his own power to enhance your spellcasting abilities, you can choose from an expanded list of spells when you learn a Prophet spell. The following spells are added to the Prophet spell list for you.

Fiend Expanded Spells
Spell Level Spells
1st feather fall, sleep
2nd see invisibility, misty step
3rd haste, water walk
4th banishment, stoneskin
5th creation, telekinesis
Sacrifice

Starting at 1st level, whenever a creature near you is damaged you can transfer that damage to yourself minus your Charisma modifier.

Servitude

Starting at 6th level, when you are reduced to zero Hp you can revive yourself with the same health, your max hp is the max you can heal, as any ally within 30Ft but you both take double spell damage for three turns and your ally takes your Constitution stat of damage.

Heavenly Protector

Starting at 8th level you can call upon Bahamut to protect you, the next attack against you has disadvantage and does half damage. You can alternatively choose to be teleported to a random location or closest temple you can bring Charisma mod amount of people with you.

Bahamut's Patience

Starting at 14th level, whenever you cast a spell roll a D20 if lower than you Prophet level the spell doesn't consume a spellslot and you can cast another spell that turn that does use a spellslot but deals double damage, has double range, double the duration or double the amount of targets. You can use this feature as often as you want.

Iluvator[edit]

You have made a pact with Iluvator. Iluvator believes that mortals should seek to always create and expand their empires.

Expanded Spell List

Iluvator allows you to harness the strength of his hammer, you can choose from an expanded list of spells when you learn a Prophet spell. The following spells are added to the Prophet spell list for you. Starting at 1st level you are proficient with shields and blunt weapons.

Fiend Expanded Spells
Spell Level Spells
1st mage armor, chromatic orb
2nd hold person, scorching ray
3rd protection from energy, fireball
4th dominate beast, wall of fire
5th Hold Monster, wall of stone
The Hammer

Starting at 1st level, whenever a creature you attack is next to a wall that is less than your Charisma modifier thick you can force them through it, they take extra damage that is up to the DM.

The Anvil

Starting at 6th level, when an opponent breaks your shield you gain your Constitution modifier of health back and deal double your Charisma modifier of damage against them.

The Fire

Starting at 8th level, you can call upon the fire of Iluvator's Blacksmith to empower fire around you enemies within 20Ft of you take triple fire damage for the amount of turns equal to your Charisma modifier.

Iluvator's Rage

Starting at 14th level, whenever you are knocked to zero Hp all enemies within 10Ft you take your Constitution plus your Wisdom stats amount of fire damage and all creatures, including allies, within 10Ft take 2D10 fire damage.

Your Pact Boon[edit]

Each Pact Boon option produces a special creature or an object that reflects your patron's nature.

Pact of the Spear. If you serve Iluvator, your spear could be made of black metal and adorned with decorative flames.

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