Base Class: Fighter
The Godslayer’s Path
Zeroths are heretics who see divinity as a tyranny to be toppled. They draw power from the Astral Plane, a realm of raw potential where the gods’ laws hold no sway. Their weapons are extensions of their will—manifestations of their "astral pact," a soul-deep rebellion against predestination.
Playstyle
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Hybrid Combat: Blend melee and ranged attacks with Charisma-based astral weapons.
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Soul Projection: At higher levels, fight simultaneously as both body and astral avatar.
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Anti-Divine: Features like Deicide Strikes and Divine Plunder make them deadly to celestials.
Signature Abilities
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"Phantom Bullet" (18th level): A single shot that phases through dimensions, striking every foe in its path.
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"God’s Bane" (20th level): Permanently sever your soul from mortal limits, becoming a walking anathema to gods.
Role in the World
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Outcasts: Hunted by churches and angels for their defiance.
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Living Weapons: Some kingdoms secretly employ them as "deicidal mercenaries."
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Doomed Heroes: Their power corrupts—many Zeroths vanish into the Astral Plane, consumed by their own rage.
Flavor Text (For NPC Dialogue/Quotes)
"You pray to your gods? I’ve held their dying hearts in my hands."
— Kaelis Veythos, Astral Revenant
"A Zeroth’s bullet doesn’t kill you. It erases the divine lie that you were ever alive."
— The Black Psalm, heretical text
Mechanical Identity (For Quick Reference)
Aspect | Zeroth’s Twist |
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Damage | Force-enhanced hybrid (melee/ranged) |
Defense | High mobility, but Astral Projection risks leaving body vulnerable. |
Unique Trait | Only Fighter that uses Charisma for weapon attacks and ignores godly immunities. |
Level 3: Astral Ability
Starting at 3rd level, your defiance against the gods awakens your latent astral power. You gain the following abilities:
Astral Instinct
Your soul resonates with the unseen currents of the astral plane. You gain a passive Astral Perception equal to 10 + your Charisma modifier. This allows you to:
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Sense hidden souls (including invisible creatures or those using illusions).
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Detect impending magical attacks (grants advantage on saving throws against spells if you pass the check).
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Notice disturbances in reality (e.g., planar rifts, cursed objects).
Astral Reflex
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Add your Charisma modifier to Initiative rolls.
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On your first turn in combat, your attacks ignore resistance to non-magical damage.
Astral Summoning
As a bonus action, you can summon an astral pact weapon (a blade, pistol, or other weapon of your choice). This weapon:
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Uses Charisma for attack and damage rolls.
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Lasts for 1 minute (10 rounds).
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Counts as magical and deals force damage (1d6 for melee, 1d4 for ranged).
Dueling Arts: Blade & Bullet
Starting at 7rd level, you merge martial mastery with astral gunslinging:
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When you attack with a melee pact weapon, you can fire your astral pistol as a bonus action (using Charisma for both rolls).
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Your pact pistol ignores the "ranged in melee" disadvantage rule.
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If you hit with both weapons in one turn, your melee attack gains +2 force damage (scales with level)
Astral Projection
Starting at 10th level, you can sever your soul from your body:
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As an action, project an astral avatar (60 ft movement, phased through objects).
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The avatar attacks with your pact weapons (force damage), while your physical body is vulnerable (attacks against it have advantage).
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Lasts 1 minute or until dismissed. If your projection ends inside an object, take 1d10 force damage.
Echo of the Slayer (15th level): Your avatar can strike twice per turn (no action cost).
Echo of the Slayer
Your avatar can strike twice per turn (no action cost). Project an astral avatar (120 ft movement, phased through objects).
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The avatar attacks with your pact weapons (force damage), while your physical body is vulnerable (attacks against it have advantage).
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Lasts 1 minute or until dismissed. If your projection ends inside an object, take 1d10 force damage.
God’s Bane
At 18th level, you transcend mortal limits:
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Infinite Projection: Your astral form no longer expires.
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Deicide Strikes: Attacks ignore all resistances/immunities of celestials, fiends, and gods.
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Divine Plunder: As Bonus Action. Upon slaying a divine being, steal one of its traits (e.g., wings, smite, or regeneration) for 24 hours.
Previous Versions
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