Base Class: Sorcerer
Being a godslayer is to be raised by the gods themselves. They are abducted as children and raised with the power of divinity but are sworn to an oath that they will protect their godly parent and the entire Realm with their life if need be.
A godslayer's background is heavily rooted in the god that they serve. They will often have the same taste of clothing, weapons, fighting styles, magic, and many other aspects. Their patron is also the only parent they have ever known, so there is a deep love and respect for them. Slayers will most always have the same alignment as their godly parent, but when creating your character, you may choose to change this as a part of your backstory.
Divine Magic
You can cast and learn spells from the Cleric spell list.
Branding Sigil
You can give your allies a sigil that will allow you to help them at greater distances. During a short rest, you can choose one willing creature and give them your sigil. While they have your sigil, you have a psychic connection up to 100ft. You can speak with them psychically and know their location while within that range.
If you were to cast a spell that would target a person with your sigil, you ignore the range requirement for it. Instead, they must be within the 100ft psychic link.
Divine Flame
At 1st level, you may spend a sorcerer point when you cast a spell in order to modify its damage type. You may choose to change the damage type to either fire or radiant.
Divine Drain
At 1st level, you have inherited the uncanny ability to drain the divinity from living and non-living things. You reach into the immortal plane and seize the divine energy for yourself, basking in the glory that is your foreseen triumph.
Outside of combat, you may target an object or being within 15ft. that has divine energy and drain it from them. This draining of the divine energy lasts for 10 minutes outside of combat.
While in combat, as a reaction to casting a divine spell or using a divine ability, using Divine Drain causes the target to make a Wisdom saving throw against your spell DC. If the target fails, it loses all of it's divine energy for 1 minute. The target is able to make a saving throw at the end of each of their turns to see if they can get their energy back.
While the divine energy is drained from an object or person, no spells can be cast that are divine in nature, nor can divine abilities be used.
When you drain an object or living being, you gain +2 to attack rolls and deal an additional 1d4 of radiant damage with every attack for the duration that the target's energy is drained. This raises to 1d6 at 10th level, and 1d8 at 15th level. When the effect of divine drain wears off, you take 1d4 of necrotic damage. For the next minute, if you are hit with necrotic damage you take an additional 1d4 of necrotic damage.
You may use Divine Drain as many times equal to your Charisma modifier (minimum of 1). You regain all expended uses of Divine Drain when you finish a long rest.
Divinity's Blessing
Growing up with the gods themselves, you are gifted with the blessings of those that have taken a liking to you. At 6th level, you can choose two blessings from the list. You can then choose another one at level 9.
Blessing of Babus
Your Intelligence is increased by 2.
Blessing of Etol
Your Wisdom is increased by 2.
Blessing of Fharlanghn
Your movement speed is increased by 10.
Blessing of Iitrix
You crit on a 19 or 20 for any attack roll of spell attack.
Blessing of Ioun
You can read any language.
Blessing of Jestus
Your Charisma is increased by 2.
Blessing of Kionne
Your Strength is increased by 2.
Blessing of Mask
Your Dexterity is increased by 2.
Blessing of Nerull
You have darkvision of 60ft. If you already have darkvision, it is increased by 60ft.
Blessing of Torm
Your Constitution is increased by 2.
Gift of Immunity
Beginning at 14th level, you gain the godly ability to become immune to a certain type of damage for the day.
During a long rest, you may choose a damage type out of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You become resistant to that damage type until your next long rest.
As a reaction to taking damage of the type that you chose to be resistant to that day, you can expend 1 sorcerer point to reduce the incoming damage of that type to zero.
Gift of Immortality
You have been given the gift of immortality from your godly parent. At 18th level, you have become immortal. You do not age, and you cannot die. If you were to die, you are then re-incarnated at a place of your godly deities choosing. You lose all magical items that you were carrying at the time of death, but you retain any other items, spells, levels, and abilities that you originally had.
As a reaction to an ally with your sigil reaching 0 hit points, you can expend a sorcerer point to heal them for 2d4 hit points.
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Posted Jun 23, 2022Over powered but this is great