Divine Imitator (5e Class)

This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Divine Imitator

"What becomes good when done by gods becomes evil when done by mortals... and becomes sin." —Fusion Zamasu

Was the Sacrifice worth It?

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. It's to late to decide theirs not going back.

Creating a Divine Imitator

When Making a Divine Imitator you need to think: How did you get this power, What caused you to want and imitated a god or goddess, and What type of God o Goddess did you start to Imitate a Good God, Evil God, Lawful God, Or Chaotic God. You must consider all of these factors when you are 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 Soul Points
1st+2Divine Weapons, Blood Soul, Divine Soul Points1
2nd+2Divine Imitator Feature2
3rd+2Fighting Style3
4th+2Ability Score Improvement4
5th+3Extra Attack, Specialized weapon5
6th+3Imperfect Divine Soul6
7th+3Divine Imitator Feature7
8th+3Ability Score Improvement, Divine Learning8
9th+4Divine Calling9
10th+4Divine Strike, Improved Divine Weapons Divine Imitator Feature10
11th+4Divine Copy, Aura of Fertility/Aura of decimation11
12th+4Ability Score Improvement, Divine Stance12
13th+5Tough of the Gods13
14th+5Divine Imitator Feature14
15th+5Duel Divine Imitator15
16th+5Ability Score Improvement16
17th+6Extra Divine Copy17
18th+6Divine Imitator Feature18
19th+6Ability Score Improvement, Divine Life19
20th+6Improved Divine Weapons, Wrath of the Divine20

Divine Weapons

You are granted a specific set of equipment granted by the god you absorbed/Imitating. Starting at 1st lvl You can choose one of these three sets of equipment:

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). All equipment above require the user to maintain concentration on the equipment and when hit you must roll a DC 10 or half the damage taken, which ever is higher, and on a success they maintain concentration and on a fail they lose concentration and the items disappear. You can only use item at a time until 10th lvl in which you can use two at a time.

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. Starting at 1st lvlv 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:

Divine Soul save DC = 8 + your Proficiency Bonus + your Charisma modifier

Divine Imitator

Starting at 2nd level, you chose a Imitator. Choose between Lawful Imitator, Good Imitator, Evil Imitator, or Chaotic Imitator, detailed at the end of the class description. Your choice grants you features at 2nd lvl and again at 7th, 14th, and 18th.

Fighting Style

At 3rd Level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. These features can be used with your Divine Weapon.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

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.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Specialized Weapon

When you summon one of your Divine Weapons you have become a master at summoning it that you can do it with your eyes closed. Starting at 5th lvl you can summon one of your Divine Weapons but only one so you can summon it with out spending a Divine Spirit Points. You also can summon it in either hand instead of only your dominate. You can get another Specialized weapon when you reach lvl 15. This can work with any of the items you chose from Divine Weapon even if its not a weapon.

Imperfect Divine Soul

You soul has been split into you blood stream causing your blood to be Acidic to creatures. Starting at 6th lvl when you take damage equal to your Constitution score blood is splattered every where around you in a 15 ft. radius. Every creature within that range takes 1d8 acid damage as you blood lands on the. If a creature is within 5 ft of you they take 2d8 acid damage and any creature with blood on them takes that much damage as it is on them. They must spend a action to wipe off the blood and if they are with in 5 ft of you it takes 2 actions to do that. This feature is automatically activate if you take slashing damage and if you take piercing then the same thing happens but it is a 30 ft column coming from you instead of a radius.

Divine Learning

You’ve mastered the ability to read and learn your opponents movements and understand their weaknesses. Starting at 8th lvl every round from the start of combat you study a single targets moves and attacks. You chose a opponent to study in which doing so you deal 2 extra points of damage to that one target. After every 2 rounds You gain +1 to hit that one target. Every 3 rounds you lower the crit chance by 1 point but only for only.

Divine Calling

You can call to either Heaven or Abyss to call something to add you in battle. Starting at 9th lvl you can summon a creature from Mount Celestia (If chose Lawful or Good Imitator) or Abyss (If chose Chaotic or Evil Imitator). You can summon a creature from your respective location that is a CR equal to half of your lvl. When summoning the creature the Player gets to chose what the creature is. This creature is under your control and lasts up to 1 minute and you can put it back from where it came from as a bonus action. This costs the amount of Divine Spirit points equal to half the creatures CR (Round up).

Divine Strike

You have full embraced the true power of the Divine beings. Starting at 10th lvl you have gained the ability to strike down the blessing or cures of your true power that you have Imitated. You can use this feature once per every long rest. You can use Divine Strike to create a effect that is subclass specific. Some Divine Strikes create effects that require a DC saving throw. The DC is equal to your Divine Soul save DC. At 15th lvl you can use Divine Strike twice per long rest and at 20th you can use it three times per long rest.

Improved Divine Weapon

Starting at 10th lvl Your Divine weapons do more damage which is stated under Divine Weapon feature. You can also use both Divine ability at the same time and when hit you roll two separate Constitution saving throws. You also get to chose another set of equipment from the Divine Weapon Feature.

Divine Copy

You have been granted the ability to copy almost anything you have seen before. Starting at 11th lvl you can take the Held action to have a secondary effect. When you take the held action as your action you can chose to copy one of the ability you saw during the round. You can copy spells lvl equal to your proficiency modifier, You can copy Class ability that is lower then your lvl, or you can copy attacks that do less then you Strength Score x 2. You can not copy abilities such as the Banshee scream and you cant copy a multiattack. This costs 3 Divine Spirit Points and you keep the ability until you use it or until you take a long rest. When using a ability such as a bite or claw attack then a copy of the creatures attack made from your blood appears to do the attack with the same range and effects. You can only have one copy attack at a time until you reach lvl 17. This attack can do more damage based on the Blood Soul ability.

Aura of Fertility/Aura of Decimation

You can release a aura that mimics a Divine aura from your experience with this Divine blood flowing through you. Starting at 11th you can conjure a aura based on your subclass that covers 30 ft radius from you and lasts for a minute of concentration.

Aura of Fertility: A aura of white that surrounds you with it being reflective of light and giving off Dim light in a 60 ft radius. Any creature or plant that is inside the aura heals equal to there respective lvl and plants grow towards you. After 2 rounds the ground is considered Difficult terrain for creatures you chose as the plants grown over the ground. After 4 rounds targets you chose must make a Strength saving throw equal to your Divine Spirit DC or be restrained by the plants. After 6 rounds the plants grow thorns making any creature that moves 5 ft take 1d4 piercing and 1d4 radiant. The plants stay after the aura wears off. You can accelerate this process by touching the ground to decrease the round so each round that passes counts as 2 rounds for the plants to grow. If there are no plants around then you make your own by adding a extra round for effects to occur.

Aura of Decimation:

Imperfect Divine Stance

You can mimic the stance of the Divine. Starting at 12th lvl you can take a Stance of the Divine (that is unique to what subclass you picked) causing a unique effect to accrue. To enter into either of the Divine Stances you must spend 4 Divine Spirit points.

Lawful or Good Imitator

A assume a tall thin stance with you standing as tall as possible while holding your hands at a 45 degree angle downwards. Take a action to hold this stance and if you get hit roll concentration with a fail you are knocked out of the stance and with a success you maintain it. After a 15 ft. radius circle appears around you with a white outline. Any Allie that walks into it heals hit points equal to your lvl and charisma Modifier that can be divided between as many people that are within the circle. A divine white thin aura appears around that seems to look like waves. This lasts for up to 10 minutes and the allies heal that amount every round on your turn.

Chaotic or Evil Imitator

You slid your foot into a defense stance with your dominate hand raised in the towards the sky. Take a action to hold this stance and if you get hit roll concentration with a fail you are knocked out of the stance and on a success you are not. Next round purple lightning strikes down onto you Unleashing your true power that you contain. When you are stuck your Strength and Dexterity are raised to 22 and your movement speed is increased by 20 ft. A purple and black thin aura appears around the user that seems to be moving in waves. This lasts for up to 10 minutes with concentration. You also get a extra attack will in this form.

Tough of the God

Your Divine Mind has translated languages for you. Starting at 13th lvl you understand all spoken and written Languages. As well as speak and write every language as well.

Duel Divine Imitator

Your god that you have absorbed has granted you both of his alignment that you can imitate. You can chose another Divine Imitator Subclass starting at 15th lvl.

Divine Life

Your Divine blood that flows within you now lets you slowly age. Starting at 19th lvl you can not age any more then you already have. You also regenerate from long term injuries. After a day passes you can regenerate any lost limb including head.

Wrath of the Divine

You have mastered the power your god grants you. Starting at 20th lvl you can chose one of the fallowing abilities related to a theme:

Dreams: If you chose this you can cast Sleep spell on any creature even if they are immune to it. The sleep spell acts as a lvl 9 sleep spell letting you put to sleep any creature with less then 21d8 hit points. If they fall asleep from the sleep spell the duration is now 8 hours and does not count as a long rest for the target. When the target is asleep you can manipulate there dreams even if they did not fall asleep from your spell. When manipulating there dreams you can show them a nightmare and they take 3d6 psychic damage. They must make a Constitution saving throw every half an hour. The user of this can communicate with the dreamer. You can enter into there dreams and control there dreams to its fullest. If you kill them in there dream only there mind is destroyed leaving there body there. You are immune to psychic damage and the sleep spell and the dream spell.

Gravity: If you chose this you can cast the anti gravity spell equal to your charisma modifier. You can freely manipulate gravity in which direction it faces. You can change the gravity in a single room if chose to or a single person or area. You can lighten the gravity on you to double movement speed or weight it down on someone to cont as they are always in difficult terrain. You can enhance the damage on one of your Divine Weapons by increase the gravity on your weapon to do a extra 1d10 damage. You gain immunity to bludgeoning damage from all attacks.

Water: If you chose this you have full control over the water in the Ocean, Plants, Animals, and the Air. You can manipulate the water to any extent and you can make water in gallons equal to your lvl. You can also manipulate the water to turn it into Ice or Steam in which you can control those as well. You use any Ice spell or spell that does cold damage but only the cold damage if it does other types of damage. You can manipulate the water to create whips, weapons, tsunamis, or make it rain. Creating weapons with the water does Does Bludgeoning, Piercing, or slashing and considered magical does 2d10 cold damage and you can cote your Divine Weapons with ice to do 2d10 extra cold damage. If you create a tsunami you cast a lvl 8 tsunami spell and the duration is 1 minute. When you use steam they take 1d10 fire damage and if knocked back 15 ft. You can only use tsunami equal to your charisma modifier. You can stop incoming ice and water attacks coming towards you or allies as a reaction. You are immune to cold damage and also extreme cold. You gain a swimming speed of double your fastest movement and you can breath underwater.

Earth: If you chose this you have full control over Earth. You can create volcano's and cause earthquakes and sinkholes. You can create a hole in the middle of the ground that people can hid in or create structures out of non man made non magical materials. You can cot you Divine weapon with spikes to do a extra 2d10 piercing damage. You can also control natural metals and nature materials. You can not control plants. You can also move the earth back to move a target back 20 ft. You are immune to Bludgeoning damage. You also gain tremersence of 100 ft.

Fire: If you chose this you have full control over the fire including Heat and lightning. You can manipulate and create fire to any extent. With fire you can burn any thing that you touch and you can fire it out of your hands and feet. When you shoot it out of your fete you gain a flying speed of 60 feet and any thing behind you takes 2d10 fire damage. When you shot it out of your hands any thing that you hit takes 2d10 fire damage. You can create fire storms and increase the heat around you. If you increase the heat around you to boil water or create steam. When you boil water anything within the water takes 1d12 fire damage. When you use steam they take 1d10 fire damage and is knocked back by 15 ft. When you use lightning you have advantage on hitting anything and when hits flammable objects are ignited. When hit by lightning they take 8d10 lightning damage. You can only use lightning equal to your charisma modifier. You can stop incoming fire or lightning attacks coming towards or allies you as a reaction. You are immune to fire and lightning damage and extreme heat.

Air: If you chose this you have full control over air. You can manipulate steam and air. You can fully shape and form air to increase your movement speed and give you a flying speed. Your movement speed is now 70 ft. and you have a flying speed of 50 ft. You blow attacks and people back by 50 ft as a reaction. You also don't need to breath and you can run on water.

Time: If you chose this you have full control over Time. You can freeze time for 3 rounds with you being able to attack people while time is stooped. You also can freeze only certain things in time such as swords or rocks. When certain things are stuck in time you can hit them to build up momentum to launch them when time resumes. Every 10 points of damage done to the object sends them flying 20 ft. in a direction you have been hitting it. The object is stuck in time for up to 6 rounds. You are immune to the time stop spell. You can use this a infinite amount of time but every other time you use time stop you lose a round. After you use it 6 times you can only do a bonus action in stop time and this does not effect stopping objects in time.

Space: If you chose this you have full control over space. You can teleport as a part of your movement up to double your movement speed. You can teleport any object that is is willing to any where on the plane you are on. You can teleport through planes and gain the spell planer binding in which you can use amount equal to your charisma modifier. You can teleport objects to inside a creature and you can teleport objects through other objects. You can teleport behind a target to count as a lvl 20 Rouge sneak attack only on hit.

Psychic: If you chose this you have full control of psionic energy. You can not be effected by the spell telekinesis or by hold person. You can use Hold person, Hold Monster, or Telekinesis with the DC being your Divine Spirit DC. You can freely manipulate objects in your mind and willing creatures. You can release psychic energy all around you to form weapons and shields. When doing so the weapon do 2d10 psychic damage and you can guide your Divine weapons with this to do a extra 1d10 damage that it does but you do not add strength modifier to the damage. You can do anything your hands can do but with your mind and you gain a flying speed equal to your charisma score x 2. You are immune to psychic damage.

Lawful Imitator

You can only use this Subclass if you a Lawful or Neutral Alignment. When using one of your Divine Weapons you use the Radiant damage instead of Necrotic.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Good Imitator

You can only use this Subclass if you a Good or Neutral Alignment. When using one of your Divine Weapons you use the Radiant damage instead of Necrotic.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Evil Imitator

You can only use this Subclass if you a Evil or Neutral Alignment. When using one of your Divine Weapons you use the Necrotic damage instead of Radiant. You are a successor of a evil god or goddess that you have absorbed. You let people take your evil energy taking it and when they take well they'll have a explosive surprise when they release they can't contain the amount of evil energy that is contained in you.

Destructive Mine Field

You create small specks of Evil so when someone walks over them they set off the explosion of evil inside of them. Starting at 2nd lvl you can set up a mine field of evil. You take a space of 30 ft radius around you and anything within that must roll a d100. When rolling 1-50 they touch one of the Mines taking 1d12 force damage and if they roll a 51-100 they do not touch a mine and take no damage. If the target is dashing through the field roll the d100 twice and take the lowest number. This feature costs 2 Divine Spirit Points and you put 2 more points into this feature to increase damage by 1d12 or increase range of the field by 10 ft or increase the rolling from 1-50 to 1-60 and so on (Increase the likelihood they will step on one by 10%).

Electrical Charge

You can imbue your hand with electrical charge of purple evil energy. Starting at 7th lvl you can take a reaction against a melee attack against you to grab the melee attack and charge it with electrical energy causing the weapon to break. For this to happen you must roll a Dexterity saving throw with the DC being what the attacker rolled to hit and if a success you grab the weapon and break it as long as its not magical and in which you do 2d12 damage to it. On a fail you take double the amount of damage the melee attack were to do to you. After you grab the weapon the weapon the user must make a Constitution saving throw equal to your Divine Spirit Points DC and on a fail they take 1d12 Lightning Damage and 1d12 Necrotic damage and there limb they were using goes Numb as they can not use it for 1d20 minutes. This ability costs 3 Divine Spirit Points.

Divine Strike Body Swap

You can capitalize on the alignment of other. Starting at 10th you can body swap with any creature that has alignment. When you use this the target must make a Constitution saving throw or swap body with you. When you do you swap health and stats with each other and you gain all of the abilities. When one of the bodies fall unconscious you switch back to normal but carry the hit points with you back to your original body. You can only use this ability equal to your proficiency bonus.

Scream of Evil Incarnate

You channel your Evil through your voice to create a deep bellowing voice below your own voice. Every creature listed below feels a electrical surge of energy ignite inside there head like a part of there brain that has just been reawaken to follow the users orders for a certain amount of time. When the user uses this ability for the minute long duration there eyes turn red and there nails grow longer and sharper as there hair turns pitch black, You are now considered a Demon when using this ability. When using this ability to scream strikes of blood extend from your mouth causing the range of your scream to be enhanced and to mimic the scream of the said creatures below. Starting at 14th lvl you can scream at the top of your lungs. Any Aberration, Dragon, Elemental, Fiend, Demon, Devil, Monstrosity, and Undead and that is a CR equal to your lvl and that is within range of hearing you can if they can hear is under your control up to 1 minute there concentration DC equal to your Divine Spirit DC. When ever one of the creatures you are controlling gets hit they must roll a concentration and on a a success you are still under your control and on a fail they are not under your control. You can only use this feature once per day before you lose your voice. You lose you voice for 2d12 hours and if you try to say anything you roll 2d12 hours again to add on to it. When using this ability you take 1d12 damage as you feel a deep bellowing roar com from your scream. This scream makes even some gods lesser gods scared. Creatures types that are not listed above or are not effected by this must make a Constitution saving throw or be frightened and if they are immune to that they take 2d12 psychic damage. The scream carries for a distance equal to your Charisma score x 8. You can only use this ability when your life is on the line or the most important person in the world to you's life is on the line. Either your Hit points or there Hit points need to be below 80% or one of you need to be unconscious or died. This ability can also be caused to happen by heightened emotions of the user. Creatures such as Dragonbrons, Half Devils, Tieflings, Genasi, etc. Must make a Constitution saving throw with advantage against a Charisma Saving throw from the user of the scream. Creatures that harvest souls or collect souls must also make a Constitution saving throw against your Charisma saving throw. If they fail they are effected by the effects above and if they succeed they are not effected and immune to this effect for 2d12 hours. This does not effect Divine creatures such as Tiamat and this effect is not considered being charmed. When under your control it takes your full action to control them all and you can not attack while this is active. If the creatures do not do something on one of the rounds they will stop being under your control.

Pure Evil Destruction

You can imbue your evil energy all into a single concentrated point on two of your fingers that you can release in a moment. Starting at 18th lvl you imbue all of your evil energy into a 2 fingers, your middle finger and your pointer finger, and you release in at a target as they take 107(19d6 + 40) necrotic damage. The user must physically touch the targets forehead to inject your evil into them. There is no save and its range is touch. You can keep it active on your fingers causing you to not be able to use any other class or subclass ability and you must maintain concentration on it until you release it. After use you can not use any Class or Subclass Abilities until you finish a long rest. If the target is killed by the attack they are destroyed as there entire body turns to dust and they can not be revived except by True Resurrection or Wish spell. You can only use this ability when you are above 75% hit point.

Chaotic Imitator

You can only use this Subclass if you a Chaotic or Neutral Alignment. When using one of your Divine Weapons you use the Necrotic damage instead of Radiant. You are a successor of a chaotic god or goddess that you have absorbed. You use the chaotic power from the god and you flow it through multiple different attacks.

Chaotic Change

You focus all of your Chaotic energy into a single concentrated point so you can rearrange the molecule structure of any non magical and non living thing. You can only rearrange things that are a size class small and smaller. This costs 2 Divine Spirit Points. This only lasts 2d12 hours.

Divine Scythe

You can focus and concentrate pure Chaos and Destruction into your Divine Weapon. Starting at 7th lvl you can shape your chaos from your Divine Weapons into a Divine Scythe. You can change your Divine Weapon into a Scythe if you have taken damage equal to your Constitution Score + Proficiency bonus x 2. When these conditions are meet you can take a bonus action to form a Divine Scythe. The Divine Scythe has the Reach Property and does 2d12 + 5 slashing damage on a hit. As a action you can fire off columns of Destruction that is a 10 ft. diameter and a height of 25 ft. Any creature that would be in the range of the attack must roll a Dexterity saving throw and on a fail they take 2d8 Necrotic damage and on a success they take half as much. Range of 80/320 ft. When using the column of destruction and a non magical and non living object that comes into it is disintegrated if the user says it does. This feature replaces your divine weapon when the conditions are meet and resets your concentration when first used. If you lose then from failing a concentration you can not get it again until the conditions are meet again. This is still effected by the Blood soul feature.

Divine Strike Chaotic Lightning Curse

You summon a lightning storm around made of pure chaotic energy flowing through them. You summon purple chaotic energy in the shape of a lightning bolt that strikes down the opponents. Starting at 10th lvl every target you chose within 50 ft., of you must make a Dexterity saving throw or take 5d8 Necrotic damage and 5d8 lightning This lasts for up to a minute and flammable object that is hit by it is ignited of fire. You can only use this once per long rest and it requires a action to use this. On a fail save they take half as much.

Life Stealing Divine Weapons

You fuse death with your Divine Weapons. Starting at 14th lvl When using a Divine weapons ability the opponent must make a Constitution saving throw. On a fail they take 1d10 necrotic damage until they succeed the Con saving throw. This only works if you hit the opponent and on a success they are immune to this effect for 2d12 hours. Using this feature costs 3 Divine Soul Points to use. (This feature only works with the Divine Spear) If the user chooses and they have still failed the constitution saving throw the user can chose for the spears inside of the opponent to explode to do as much damage as rounds the spears of life stealing have been inside of the doing it in d10 of force damage as it explodes in a purple explosion of a range of 30 ft radius. This ability costs one extra Divine Spirit Point then the original weapon with the spears costing two more. This is still effected by the blood soul feature.

Planer Chaos

You can control the power of Chaos so much that the Divine Scythe you make can not even contain it for how much there is. Starting at 18th lvl you can unleash all you unpredictable chaos in a single concentrated slash. You can only use this with the Divine Scythe. Using this you can do one of Two things. You create a rip through the fabric of space itself, roll a d based on all the Lawful and Chaotic planes in your campaign and assign them to a dice. When rolled said plane you create a gate spell to that plane bringing something to you or you go something. Anything that comes form another plane that comes through the gate you have temporary control over them as long as they are a challenge rating below your level and for up to 1 minute of concentration. The portal that you up is 20 feet wide and 50 feet tall. You fully charge your scythe with chaotic energy and unleash it in a single concentrated slash to break through the fabric of reality, when occur a column of purple chaotic energy flows out of it endlessly as forms of you created by peoples fear of you appear in front of them. Instead of the original feature you could rip through the fabric of space itself to creating one of the Divine Columns the Scythe can create. This column does not move but stay still and create two simulacrum’s of the user. When one of the simulacrum’s die then the column creates another one on your turn. The simulacrum’s have the weaker version of the scythe and can not us this ability or any other of your Divine abilities granted to you by this class (They can only use the weaker version of the scythe). This lasts for up to 1 minute of concentration. Along with getting these ability your Divine Scythe now does 2d12 Necrotic damage and 2d12 + 5 Slashing damage as it flows more chaotic energy through it. The column you release from your scythe now does 4d8 necrotic damage on hit and the Saving throw for it is now 10 + Proficiency Bonus + Charisma Modifier (Use this Saving throw instead of the one said in Divine Spirit Points). Additionally the Column is now a diameter of 30 ft and a height of 70 ft. You can only use either of these Abilities once per long rest. This is steal effected by the blood soul feature.

Multiclassing

Prerequisites. To qualify for multiclassing into the Divine Imitator class, you must meet these prerequisites: Charisma 13 Constitution 15

Proficiencies. When you multiclass into the Divine Imitator class, you gain the following proficiencies: Arcana and Insight

0.00
(0 votes)

Back to Main Page 5e Homebrew Classes

gollark: I'm sure a millisecond loop is possible.
gollark: <@184468521042968577>
gollark: However, you can```luaos.queueEvent ""os.pullEvent ""```to yield really fast but yemmel will complain.
gollark: See, sleep actually works using timers, and I think those are limited to one tick minimum.
gollark: I doubt it.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.