Divine Conjurer (5e Class)

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Divine Imitator


<!-Introduction Leader->

You've been climbed up a tall stormy mountain for the past few days. This mountain is known to be the home of Divine creatures. After reaching the top of the mountain the storms stop leaving only a circle around you of clear blue sky's, more beautiful then the human Brain can comprehend. Atop the mountain you find nothing but peace and beauty. The clouds begin to circle around you with our wind to guide it in that motion. The clouds extend down in slender like cyclones all around you. They block off every exit to the bottom of this mountain as you are in the eye of the storm. The storm around you moves creating thin tendril like objects extending from the middle. In the blink of a eye you begin to absorb the storm into you in which doing so you fall unconscious. You awake to peace in quiet all around you with no storm not knowing how long you've been out for. You stand feeling the same that you where before you climbed the mountain. You try to figure out what changed and as you do you feel a stinging like pain pulsate through your body. You can feel as it circle inside your body pulsating and bringing a burning sensation where ever it goes until it stops at your hands. You feel a constant burning and stinging at the edge of your knuckles that seems to not go away. The Skin in front of the knuckles begin to split in to create a opening thinner then a blade of grass but as tall as a knife wound, soon after 4 raver sharp blades explode from the opening shooting out blood, skin, and bones to leave 4 sharp purple claws extending from your knuckles on both hands. It was at this moment that you realize you succeeded, You absorbed the leftover energy after a god's death. You have successfully absorbed a god into your blood stream. You are Imitating the Divine. But at what cost? A life? 2? 3? Your sanity? No. At the cost of your life.

Creating a Divine Imitator


Quick Build

You can make a Divine Conjurer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.

Class Features

As a Divine Imitator you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium armor
Weapons: Conjured Weapons Only
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose three Arcana, History, Religion, Insight, or Medicine

Equipment

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

  • Holy Symbol
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Divine Imitator

LevelProficiency
Bonus
FeaturesDivine Spirit Points
1st+2Divine Weapons, Blood Soul, Divine Soul Points1
2nd+2Divine User2
3rd+2[[#|]]3
4th+2Ability Score Improvement, [[#|]]4
5th+3Specialized weapon5
6th+3[[#|]]6
7th+3[[#|]]7
8th+3Ability Score Improvement, [[#|]]8
9th+4[[#|]]9
10th+4Divine Strike, Improved Divine Weapons10
11th+4[[#|]]11
12th+4Ability Score Improvement, [[#|]]12
13th+5[[#|]]13
14th+5[[#|]]14
15th+5[[#|]]15
16th+5Ability Score Improvement, [[#|]]16
17th+6[[#|]]17
18th+6[[#|]]18
19th+6Ability Score Improvement, [[#|]]19
20th+6[[#|]]20

Divine Weapons

You are granted a specific set of equipment granted by your god. You can choose one of these three sets:

Divine Sword, Divine Spear

You something like thousands of knives cut your hand as the palm of your hand hand began to open as blood flows out of your hand as it takes the shape around your hand to form a sword. It crystallizes and the hand is sealed leaving a sharp translucent blade around your hand made from your crystallized blood. You form a sword around your hand that does 1d8 slashing damage on hit. This counts as a regular longsword and it feels weightless to the user. This cost 1 Divine Spirit Point to conjure. It takes a bonus action to conjure and it takes a regular action to attack with it. You also get the divine spear along with the Sword. The divine spear shoots out of your Divine Sword as a action. It takes 2 Divine Spirit Points to use this and it has a range of 60 ft. The spear does 1d6 piercing damage and if hits it is stuck into the opponent, They must use a action to take out the spear and while the spear is in them they take 1d4 damage every round. At 10th lvl the damage of each attack goes to 1d10 for the sword and 1d8 for the sear and 1d6 every round for the spear. They all also count as magical attacks for the purpose of over coming resistances and immunity. The range on the spear increases by 40 ft. At 20th lvl the damage of the sword is 1d10 slashing and 1d10 radiant or necrotic damage (Depending on the chosen subclass), 1d8 piercing damage and 1d8 radiant o necrotic, and 1d6 piercing damage and 1d6 radiant or necrotic damage every turn. The Sword has the reach property. The range on the spear increases by 50 ft.

Divine Claws, Divine Flight

A sharp pain stings your hand as something feeling like needles carve through your hand as your skin between your fingers separate with sharp knife like claws appear out of your knuckles. You form short spear like objects that come from the knuckles on your fist. the Claws act as climbing claws giving you a climbing speed of half your movement speed. It takes 1 Divine Spirit Point to conjure the Claws with them doing 1d6 slashing damage on hit. On hit the opponent must make a Constitution saving throw. On a fail they have the effect of bleeding (This effect is a specific effect I added for the purposes of this class so Check with your DM to see if it's fine. If they say no then they just get 1 level of exhaustion) making them take 1d4 damage every turn until they are effected by a healing spell or take a long rest. There Hit points maximum is decreased by 1 every single round this effect is active. If they succeed the saving throw they are not effected by this condition but have disadvantage on the next saving throw against this (This effect does not stack). Along with the Divine Claws you also get the Divine Flight where a symbol representing your subclass appears behind you granting you a flying speed of your movement speed. This effect last up to 1 minute with concentration. If you lose Concentration while flying you wile fall and take fall damage. At 10th lvl the claws do 1d8 slashing damage on hit with the bleed 1d6 damage now (or 2 lvl of exhaustion) and you have a flying speed to 1 1/2 of your movement speed. The claws are considered magic for the purpose of over coming resistances and immunity. Additionally when you lose concentration of flight you take half as much fall damage as your flight slowly runs out of your control. Additionally your climbing speed is now equal to your movement speed. At 20th lvl the claws do 1d8 slashing damage and 1d8 radiant or necrotic (Depending n the chosen subclass) with the bleeding being 2d6 damage (or 3 lvl of exhaustion) with the flight granting you a movement speed of double your movement speed. When you lose concentration you take no fall damage as you are teleport to the nearest unoccupied spot on the ground or solid surface. Also your climbing speed is now 1 1/2 of your movement speed

Divine Shield, Divine Armor

Your body begins to feel like its being crushed as your body begins molding into the shape of a Shield as it finally splits from your body. The patch where it left is sealed as a shield floats around you. that You form a shield around you that has the symbol that represent your subclass chose (It is blank if not chosen a subclass yet) that add +2 to your armor class while this is active. The shield circles around you at a distance of 5 ft. If any opponent comes within that 5 ft. the shield will get closer to the user and any allies within 5 ft. also get the same benefits as the user. It takes 1 Divine Spirit Point to conjure this shield. If a Attack misses you within your armor class -2 then you heal half the amount of damage the attack would have done. Your skin begins to bulk up to take the shape of full plate armor as blood closes the gap from your original skin to the new with the armor molding into the shape of armor your body is left sore after all the change is done leaving a suit of full plate armor made from reshaping of your skin and moving of your blood. The user also gets the Divine Armor which gives you armor class of 17 and weights close to nothing. This armor counts as heavy armor and does not give you disadvantage on stealth as well. The armor has the same symbol as your shield does and looks almost identical to full plate armor. If the attack misses you and is not within -2 of your armor class then you can use a reaction so the attack is reflected back at a opponent that is within the attacks range as the attacker hits you and is knocked back to it original place and hits someone near by with the same attack. (They use the same attack roll to hit that creature and they take half damage and if miss that is the end of there turn.) The armor takes 2 Divine Spirit Points to conjure. At 10th lvl the Shield is +3 and the armor is 17 and the range on the shield is 10 ft., at most. Additionally you heal 3/4 of the damage taken from the shield. At 20th lvl the Shield is +4 and the armor is 18 and the range of the shield is now 20 ft., at most. Additionally the shield heals full damage taken by the shield.

Each of the following equipment shimmers in the sun with a purple color. Each weapon is can not be disarmed from you as they are physically attached to you. They appear in your dominate hand if it is open and if not it is summoned into your other hand. If both hands are full you can not use the Sword or Claws as they are the only ones that appear in your hand. The description of the conjuring of the weapons does not hurt the user after there first time using the ability. On the first time of using the ability the user takes damage equal to half of there hit dice (or a dice down from there hit dice).

Blood Soul

When choosing this class your Soul is split into very small pieces that then scatter within your blood stream. You use this Blood Soul to enhance your Divine Weapons as the Blood scatters onto the equipment chosen. When you take damage equal to Constitution score + proficiency modifier in combat the blood you lost from those attacks is attracted to one of your equipment you chose as it sticks to it changing your weapon from a sparkling purple color to a dark red color with glimmers of blue on it. The weapon that its attacked to does a extra die of its respective damage as your soul strengthened your weapon. (This works on subclass specific weapons) If not chosen to be put on a weapon you increase a armor class of +1 or a movement speed of +15 ft. This feature only works on all of the fallowing damage types Acid, Fire, Force, Lightning, Piercing, Radiant, and Slashing.

= Divine Soul Points

Starting at 1st Level, your Blood allows you to harness The Divine energy of soul. Your access to this energy is represented by a number of Divine Soul Points. Your Divine Conjurer level determines the number of points you have, as shown in the Divine Soul Points column of the Divine Conjurer table.

You can spend these points to fuel various Conjuring features. You learn more soul features as you gain levels in this class.

When you spend a Divine Soul Point, it is unavailable until you finish a short or Long Rest, at the end of which you regenerate all of your expended Blood/Soul back into yourself.

Some of your Divine Soul features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your Proficiency Bonus + your Charisma modifier

<!-Subclass Feature->

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement

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.

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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