Base Class: Fighter
Born under powers of some god, you are a demi-human with untapped celestial power. While you may come from humble beginnings, your destiny it to rival that of the gods themselves. But will you choose to use your powers for good or for evil, and how will the powers manifest?
Divine Descent
When your power manifests at 3rd level, the damage type of your powers is determined by what kind of person you are.
- Good aligned character's powers have the radiant damage type.
- Neutral aligned character's powers have the force damage type.
- Evil Aligned character's powers have the necrotic damage type.
Any saving throw required by your abilities from this archetype have a save DC = 8 + your proficiency bonus + your charisma modifier
You gain proficiency in one of either deception, intimidation or persuasion.
Lastly, when you take the attack action, you may use your bonus action to attempt a charisma check to persuade, deceive, or intimidate a creature within 30ft of you.
Deception
Grants you proficiency in deception
Initimidation
Grants proficiency in Intimidation
Persuasion
Grants you Proficiency in Persuasion
Gift of the Gods
Starting at 7th level, once per short rest you may choose a gift to be bestowed upon you by your divine heritage. This gift lasts until you decide to change it. When you reach 18th level in this archetype, you gain the effects of all three gifts all the time.
- Gift of Strength: Your attacks deal an extra 1d4 of your damage type. This increases to 1d6 at 11th level, and 1d8 at 17th level.
- Gift of Will: You can use your reaction to add an extra 1d4 added to any charisma saving throws or checks. this increases to 1d6 at 11th level and 1d8 at 17th level.
- Gift of Protection: you gain resistance to your damage type.
Gift of Protection
Gives you the gift of protection
Gift of Strength
Grants you the gift of Strength
Gift of Will
Grants you the gift of will
Confounding Strike
Starting at 10th level, you may activate a burst of divine energy to empower your strike. When you hit an enemy with an attack, you may then have it make a charisma saving throw or be confounded (enemies are immune or resistant to this ability if the have resistance or immunity to the charmed condition). While an enemy is confounded, it has disadvantage on attack rolls made against any creature other than you until the end of its turn. you may use this ability a number of times equal to your proficiency bonus per long rest. At level 15, if you start combat and have no uses of this ability left, you regain one use.
Godly Sight
Starting at 15th level, you gain true sight out to 60ft.
Full Gift of The Gods
When you reach 18th level in this archetype, you gain the effects of all three gifts all the time.
Celestial Armaments
Starting at 3rd level, your divine power manifests in the form of a summoned weapon. At any time you may summon a weapon of your choice, this weapon has the exact same statistics of the regular weapon, but it's damage type is the same as your divine descent. If a weapon requires ammunition you must still have mundane ammunition for it.
Previous Versions
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2/13/2021 6:00:44 PM
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