Godbound (5e Class)
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Creating a Godbound
As you make your Godbound character, spend some time thinking about the Deity that your soul is bound to and the obligations that it imposes upon you. What led you to bind your soul? Where you willing or was it forced upon you? How did you make contact with your Deity? Did you search for your Deity, or did your Deity find and choose you? Do you struggle under the obligations of your divine mandate or happily serve in anticipation of the blessings promised to you? Work with your DM to determine how big a part your divine madate will play in your character’s adventuring career. Your Deity’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your Deity? Is it friendly, devoted, familial or opposite, scary, regretful, threatening? How important does your Deity consider you to be? What part do you play in your Deity’s plans? Do you know other servants of your Deity? How do the traditional followers of your Deity view you? Are you the chosen one or a heretic? How does your Deity communicate with you? Some Godbound receive visions in dreams, others find cryptic messages only thay can see in the world.
- Quick Build
You can make a Godbound quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Godbound you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Godbound level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Godbound level after 1st
- Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from History, Insight, Investigation, Medicine, 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 20 bolts or (b) any simple weapon
- a holy symbol
- (a) scholar's pack or (b) priest's pack
- leather armor, any simple weapon, and 2 daggers
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot level | Blessings Granted |
---|---|---|---|---|---|---|---|
1st | +2 | Bound Magic, Divine Mandate | 2 | 2 | 1 | 1 | — |
2nd | +2 | Divine Blessings | 2 | 3 | 2 | 1 | 2 |
3rd | +2 | Sacred Gift | 2 | 4 | 2 | 2 | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2 | 2 |
5th | +3 | — | 3 | 6 | 2 | 3 | 3 |
6th | +3 | Divine Mandate Feature | 3 | 7 | 2 | 3 | 3 |
7th | +3 | — | 3 | 8 | 2 | 4 | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4 | 4 |
9th | +4 | — | 3 | 10 | 2 | 5 | 5 |
10th | +4 | Divine Mandate Feature | 4 | 10 | 3 | 5 | 5 |
11th | +4 | Miracle (6th level) | 4 | 11 | 3 | 5 | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5 | 6 |
13th | +5 | Miracle (7th level) | 4 | 12 | 3 | 5 | 6 |
14th | +5 | Divine Mandate Feature | 4 | 12 | 3 | 5 | 6 |
15th | +5 | Miracle (8th level) | 4 | 13 | 3 | 5 | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 5 | 7 |
17th | +6 | Miracle (9th level) | 4 | 14 | 4 | 5 | 7 |
18th | +6 | — | 4 | 14 | 4 | 5 | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5 | 8 |
20th | +6 | Paragon | 4 | 15 | 4 | 5 | 8 |
Bound Magic
Having your soul bound to a Deity has given you facility with spells. See chapter 10 for the general rules of spellcasting and bottom of this page for the godbound spell list.
- Cantrips
- You know two cantrips of your choice from the godbound spell list. You learn additional godbound cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbound table.
- Spell Slots
- The Godbound table shows how many spell slots you have to cast your godbound spells of 1st through 5th level. 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 godbound 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 witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the godbound spell list.
- The Spells Known column of the Godbound table shows when you learn more godbound 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 godbound spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the godbound spells you know and replace it with another spell from the godbound spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
- Wisdom is your spellcasting ability for your godbound 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 godbound 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 a holy symbol as a spellcasting focus for your godbound spells.
Divine Mandate
At 1st level, your soul has been bound to a Deity, who made you their authority. Choose a Divine Mandate which represent the task you were given: Destruction, Law or Protection, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Divine Blessings
In your service to your Deity, you have been granted divine blessings, fragments of sacred power that imbue you with a divine ability.
At 2nd level, you gain two divine blessings of your choice. Your blessing options are detailed at the end of this class description. When you gain certain levels, you gain additional blessings of your choice, as shown in the Blessings Granted column of the Godbound table. Additionally, when you gain a level in this class, you can choose one of your blessings and replace it with another blessing that you could gain at that level.
Sacred Gift
At 3rd level, your bound Deity bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
- Gift of Eternal Champion
- You can use your action to create a sacred weapon in your empty hand. You can choose the form this melee weapon takes each time you summon it. You are proficient with that weapon while you wield it and you can use your Wisdom modifier instead of Strength or Dexterity, for the attack and damage rolls. Also this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your sacred 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 magic weapon into your sacred 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 sacred weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your sacred 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.
- Gift of Faithful Companion
- 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, sprite, seraph or a mephit.
- 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.
- Note: Your summoned familiar creature type is celestial, it gains a flying speed of 30 ft., if it doesn't have it, as well as darkvision in range of 60 ft.
- Note: For the Seraph, use the Imp statblock with the following changes: type becomes Celestial (Shapechanger), alignment becomes lawful good, damage immunities become radiant and necrotic, condition immunities become frightened, languages become Celestial and Common, can change into a cat, dove, or crab, Sting becomes Scratch and deals slashing damage, and extra damage from slash becomes radiant.
- Gift of Loyal Archivist
- Your Deity gives you a sacred quill that never runs out of ink.
- When you gain this feature, choose two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Godbound table, or a cantrip. The chosen spells count as godbound spells for you but don't count against the number of godbound spells you know. While the sacred quill is on your person, you can cast those spells using your Bound Magic.
- If you lose your sacred quill, you can perform a 1-hour ceremony to receive a replacement from your Deity. This ceremony can be performed during a short or long rest, and it destroys the previous quill. The sacred quill turns to ash when you die.
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.
Miracles
At 11th level, your Deity bestows upon you an ability to manifest miracles. Choose one 6th-level spell from the godbound spell list as this miracle. You can cast your miracle 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 godbound 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 Miracles when you finish a long rest.
Paragon
At 20th level you gain the ability to become an avatar of your bound Deity for a short period of time.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- - You gain flying speed of 40 ft.
- - You gain resistance resistance to bludgeoning, piercing, slashing, radiant and necrotic damage.
- - Your current and maximum wisdom score both increase by 2
- - Allies within 30 ft. of you gain advantage on death saving throws
Once you use this feature, you can't use it again until you finish a long rest.
Destruction
- Mandate Spells
- At 1st level, you learn two additional spells dependent on your divine mandate. These spells counts as godbound spells for you, but they don't count against the number of godbound spells you know.
- Inflict Wounds, Hex
- Bonus Proficiency
- At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
- Sacred Word - Devastating Word
- At 1st level, as an action, you can cause each creature of your choice in a 10-foot radius sphere originating from you to make a Constitution saving throw against your channeler spell save DC. The creatures that fail their saving throws take 2d10+ your Wisdom modifier necrotic damage or half as much if they succed. Creatures who can't hear you are immune to this effect.
- Once you use this feature, you can't use it again until you finish a short or long rest.
- Champion of Annihilation
- Starting at 6th level, your destructive acts fuel further expressions of devastation.
- If you kill a creature or destroy an object with a weapon or spell attack, you can use your reaction to immediately make one additional weapon attack.
- Overpowering Devastation
- Starting at 10th level, spells you cast ignore resistance to necrotic damage and treat immunity as resistance. In addition, when you roll damage for a spell you cast that deals necrotic damage, you can treat any 1 on a damage die as a 2.
- Ultimate Devastation
- At 14th level power of your sacred word grows. Your word now deals 4d10 + 2 x Wisdom modifier necrotic damage and its range extends to a radius of 30ft.
Law
- Mandate Spells
- At 1st level, you learn two additional spells dependent on your divine mandate. These spells counts as godbound spells for you, but they don't count against the number of godbound spells you know.
- Command, Compelled Duel
- Bonus Proficiency
- At 1st level, you master the art of diplomacy. You gain proficiency in Persuasion and Intimidation skills.
- Sacred Word - Word of Authority
- At 1st level, as an action, you can cause each creature of your choice in a 10-foot radius sphere originating from you to make a Wisdom saving throw against your godbound spell save DC. The creatures that fail their saving throws are all charmed for 1 minute or until you or your companions do anything harmful to it. Creatures who can't hear you are immune to this effect.
- Once you use this feature, you can't use it again until you finish a short or long rest.
- Embodiment of the Law
- At 6th level, you become remarkably adept at channeling magical energy to compel others.
- If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
- Scornful Rebuke
- Starting at 10th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Wisdom modifier (minimum of 1) if you're not incapacitated.
- Ultimate Authority
- At 14th level power of your sacred word grows. You can now telepathically command creatures that are charmed by your Word of Authority feature. Additionally the range of your word extends to a radius of 30ft.
Protection
- Mandate Spells
- At 1st level, you learn two additional spells dependent on your divine mandate. These spells counts as godbound spells for you, but they don't count against the number of godbound spells you know.
- Bless, Shield of Faith
- Bonus Proficiency
- At 1st level, you acquire the training necessary to effectively protect others in battle. You gain proficiency with medium armor, heavy armor and shields.
- Sacred Word - Shielding Word
- At 1st level, as an action, you can choose any creature in a 10-foot radius sphere originating from you, when any of the chosen creatures must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier. This effect lasts for 1 minute and you must be conscious for this effect to remain active. A creature that can't hear you, can't benefit from this feature.
- Once you use this feature, you can't use it again until you finish a short or long rest.
- Protective Bond
- At 6th level you forge a bond with allies to shield them from harm.
- As an action, you can choose a willing creature, you can see within 30 feet of you and create a magical bond with them. While the bonded creature is within 30 feet of you, you can use your reaction to grant them resistance to all damage when the bonded creature takes damage. This resistance lasts until beginning of their next turn.
- Protective Spirit
Starting at 10th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + your Wisdom modifier if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
- Ultimate Shield
- At 14th level power of your sacred word grows. Targets of your word can additionally add your Wisdom modifier to their AC and the range of your word extends to a radius of 30ft.
Divine Blessings
- Blessing of Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Blessing of Sixth Sense
You can cast detect evil and good at will, without using a spell slot
- Blessing of Aegis
Prerequisites: 9th level
When you are reduced to 0 hit points but not killed outright, you magically drop to 1 hit point instead. Once this magic is triggered, You can't benefit from it until you finish a long rest.
- Blessing of Power
Prerequisites: divine lance cantrip
When you cast divine lance, add your Charisma modifier to the damage it deals on a hit.
- Blessing of Truth
Prerequisites: 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.
- Blessing of a Companion
Prerequisites: Gift of Faithful Companion
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.
- Blessing of a Scribe
Prerequisites: Gift of Loyal Archivist
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as writing in your journal and keeping watch.
- Blessing of a Warrior
Prerequisites: Gift of Eternal Champion
You can use any weapon you summon with your Gift of Eternal Champion feature as a spellcasting focus for your godbound spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
- Blessing of Knowledge
You can read all writing.
- Blessing of Invigoration
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
- Blessing of Warding
You can cast mage armor on yourself at will, without expending a spell slot or material components.
- Blessing of Light
You may cast faerie fire at will, without expending a spell slot.
- Blessing of Order
Prerequisites: 7th level
You can cast compulsion once using a godbound spell slot. You can't do so again until you finish a long rest.
- Blessing of Elements
You gain cantrips: Gust, Control Flames, Shape Water and Mold Earth. You can cast these cantrips at will and they don't count against your number of cantrips known. These cantrips are considered a godbound cantrip for you.
- Blessing of the Sky
Prerequisites: 5th level
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your godbound level.
You can also cast fly once without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Blessing of the Sea
Prerequisites: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Blessing of the Land
Prerequisites: 5th level
You ignore non-magical difficult terrain.
You can also cast create food and water once without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Blessing of Illusion
You can cast disguise self at will, without expending a spell slot.
- Blessing of Freedom
Prerequisites: 7th level
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Blessing of the Grave
Prerequisites: 9th level
You can cast speak with dead at will, without expending a spell slot.
- Blessing of Might
Prerequisites: divine lance cantrip
When you cast divine lance, its range is 300 feet.
- Blessing of Swiftness
Prerequisites: 5th level
You may cast haste once using a godbound spell slot. You can't do so again until you finish a long rest.
Godbound Spell List
- Cantrips
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
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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