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Godling

Greek mythology is filled with stories of mortal heroes whose blood contains the power of a god.

While many of these figures eventually take up the mantle of divinity and become demigods, their mortal births bind them to the dust and earth of their birthplace. Nonetheless, these godlings have inherited divine powers that, with time and experience, will grow and allow them to become legendary heroes.

Of course, the Greeks were not the only culture that deified mortals. The heroes of the epic Mahabharata, the Mesopotamian god-hero Gilgamesh, and Irish folk hero Cu Chulainn can all be considered godlings. From the chosen champion of the goddess of magic, to god-kings of ancient desert empires, to heroes arisen from the peasantry who attain divinity after their mortal death, godlings can arise from all social stations in every culture.

Contents

Tested and Challenged

Godlings are blessed with lives of adventure. They are thrust into dangerous quests and major events at a young age and often spend their entire adult lives moving from crisis to crisis. These heroes are sought out by those who need their help, and hunted by those who wish them harm, often for no reason other than to spite their godly parents.

Many godlings become aware of their inherent power early in life, and are taught to respect both its origins and the responsibility it conveys. Others have no idea why they are able to perform feats that other mortals cannot, and may think themselves abnormal or monstrous.

More so than other classes, godlings are a varied lot. While one may strike down her foes with columns of heavenly flame and offer her allies the protection of her godly forebear, another uses his silver tongue to trick those less clever than he into doing his dirty work for him. While each godling is marked by her parent’s divine lineage, she alone determines which path she chooses to direct her energies.

Creating a Godling

When you create a godling, consider where you have inherited your power from and what your relationship with that being is. Are you a devoted child, acting to increase the power and prestige of your parent? Or are you a rebel, using your abilities to work at cross-purposes to your progenitor? When you step onto your path to legend at 3rd level, will you take up a familiar mantle, or will you diverge sharply, directing your divine lineage down roads unknown? Spend time discussing the cosmology of the campaign with your Game Master and determine an appropriate background and history for your future demigod.

When did you discover your true nature? Were you raised at a temple by your mother`s priests? Did you grow up an orphaned child of the streets, living a hand-to-mouth existence and surviving by the skin of your teeth? Perhaps you came to the realization later in life after a traumatic event upturned your staid existence. What role do you fulfill with your companions? Are you a leader, directing your teammates as you bolster them with your divine presence? Or do you ply the shadows, striking down unsuspecting enemies before your allies are even aware of them?

Quick Build

You can create a godling quickly if you follow these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the folk hero background. Third, select the mighty divine lineage.

Hit Points

Hit Dice: 1d8 per godling level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per godling level after 1st.

Proficiencies

Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution
Skills: Choose two from Arcana, History, Insight, Intimidation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a spear or (c) any martial weapon (if proficient)
  • (a) studded leather armor or (b) scale mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) 3 javelins or (c) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a musical instrument or (b) a shield (if proficient).
Table: The Godling
Level Proficiency Bonus Features
1st +2 Divine Lineage, Mythic Inspiration
2nd +2 Ascendancy
3rd +2 Path to Legend (Step 1)
4th +2 Ability Score Improvement
5th +3 Ascendancy
6th +3 Divine Lineage
7th +3 Ascendancy, Path to Legend (Step 2)
8th +3 Ability Score Improvement, Mythic Inspiration
9th +4 Ascendancy
10th +4 Divine Lineage
11th +4 Ascendancy, Path to Legend (Step 3)
12th +4 Ability Score Improvement
13th +5 Ascendancy
14th +5 Divine Lineage
15th +5 Ascendancy
16th +5 Ability Score Improvement, Path to Legend (Step 4)
17th +6 Mythic Inspiration
18th +6 Ascendancy
19th +6 Ability Score Improvement
20th +6 Demigod, Mythic Inspiration

Class Features

As a godling you gain the following class features.

Divine Lineage

Choose a lineage related to your divine parent: Adept, Clever, Eldritch, or Mighty. Each lineage is detailed at the end of the class description, and each one provides examples of the deities associated with it. Your choice grants you additional proficiencies and other features when you select it at 1st level.

It also grants you additional benefits at 6th, 10th, and 14th level.

Mythic Inspiration

At 1st level, you gain a single point of mythic inspiration that you can spend to have advantage on any skill roll that relates to your divine lineage.

Beginning at 3rd level, you may also spend this to gain advantage on any skill roll that relates to your path to legend. For example, a clever godling following the Path of the Ocean Master could use his mythic inspiration on a Persuasion check to convince a noble to lend him his ship or an Athletics check to pull a struggling comrade to safety while swimming in rough waters. However, he could not use it on an Animal Handling check to calm a wild dog. The Game Master is the final arbiter of which tasks you can spend your mythic inspiration on. Once you use this feature, you can’t use it again until you finish a short or long rest.

At 8th level, you can spend your mythic inspiration on an attack roll or a saving throw you have proficiency in, in addition to a skill check as above. You can also, as a reaction taken to an ally undertaking such a task, choose to award your point of mythic inspiration to an ally with the same restrictions as noted.

At 17th level, you gain two points of mythic inspiration, one of which can be used by yourself or shared with an ally. The second point of mythic inspiration must be granted to an ally.

At 20th level, you become a demigod and regain your mythic inspiration after finishing a short or long rest.

Ascendancies

As your godly powers develop, you learn how to channel them in specific ways to accomplish your goals.

At 2nd level, you gain an ascendancy of your choice. Your ascendancy options are detailed at the end of the class description. You gain additional ascendancies at 5th, 7th, 9th, 11th, 13th, 15th, and 18th level. Additionally, when you gain a level in this class, you can choose one of your ascendancies and replace it with another ascendancy that you could learn at that level.

Paths to Legend

When you reach 3rd level, you take your first step down the road to godhood. Unlike your divine lineage, which is directly influenced by your parentage, your path to legend is determined solely by yourself. While each divine lineage leads naturally down certain roads, a godling of any lineage can select any path to legend.

You take additional steps down your path to legend at 7th, 11th, and 16th level. You do not have to focus on a single path, you can choose to walk two or more of them. In order to take a step beyond the first down a path, a godling must have taken the previous step. For instance, if you have taken the first and second step down the Path of the Weapon Master, at 11th level you can either take the third step down that path, or you can take the first step down any of the other paths.

The paths to legend are detailed at the end of the class description.

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.

Demigod

At 20th level you slough off your mortality to embrace your full deific potential. You can use your mythic inspiration with all manner of tasks, not only those pertaining to your divine lineage and your path to power.

As a demigod you can perform miracles to further your influence. You may bend reality to your will, as if using the wish spell, but without suffering any of the ill effects noted in the spell description. Once you have used wish you must finish a long rest before using it again.

Divine Lineages

Each godling is suffused with the power of myth.

Whether they are the child of a god, or have come by their deific power in another manner, godlings access their power directly rather than acting as a divine conduit like a cleric or paladin. The type of lineage a godling inherits is based largely on the concerns and ethos of her parent, though most gods find that they create godlings of more than one lineage.

Adept Lineage

Adept godlings are possessed of deep reserves of inner strength and are often uncannily insightful.

In their youth, they tend to gravitate toward holy places and are frequently heralded as prophets and oracles. Gods of healing, mysticism, and learning such as Thoth, Frigg, Demeter, Osiris, and Hera often produce adept godlings.

Proficiencies

Saving Throws: Wisdom

Spellcasting

Your force of will and belief in yourself grant you the power to channel the power of creation itself.

You choose your spells from the cleric and druid spell lists.

The Source

As an adept godling, you have to choose at 1st level whether you draw spells from the cleric or druid spell list. Once chosen, this choice is permanent and part of your very being. It may not be reverted. The chosen spell list is your adept godling spell list.

Cantrips

At 1st level, you know 2 cantrips of your choice from the cleric or druid spell list, as determined by your choice of the source feature. You learn additional cleric or druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Adept Spells table.

Spell Slots

The Adept Spells table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these adept godling spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spell list chosen as your source. The Spells Known column of the Adept Spells table shows you when you learn more spells of your choice.

Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the adept godling spells you know and replace it with another spell from your chosen spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability

Your will alone forms raw divine energy into a usable tool. Wisdom is your spellcasting ability for your adept godling spells. 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 an adept godling 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

By Will Alone

Beginning at 6th level, you can cast an adept godling spell without fulfilling any of its component requirements, including costly material components or foci. Once you have done so, you must finish a long rest before doing so again. Additionally, you can maintain a spell that requires concentration for double its maximum duration.

Table: Adept Spell Slots Per Spell Level
Godling Level Cantrips Known Spell Slots Per Spell Level
1st 2nd 3rd 4th 5th
1st 2 2
2nd 2 3
3rd 3 4 2
4th 3 4 3
5th 3 4 3 2
6th 4 4 3 3
7th 4 4 3 3 1
8th 4 4 3 3 2
9th 4 4 3 3 3 1
10th 4 4 3 3 3 2
11th 4 4 3 3 3 2
12th 4 4 3 3 3 2
13th 4 4 3 3 3 2
14th 4 4 3 3 3 2
15th 4 4 3 3 3 2
16th 4 4 3 3 3 2
17th 4 4 3 3 3 2
18th 4 4 3 3 3 3
19th 4 4 3 3 3 3
20th 4 4 3 3 3 3

Iron Will

At 10th level, you can maintain two spells that require concentration at once. Whenever you take damage while you are concentrating on two spells, you must make a Constitution saving throw to maintain your concentration on each of them.

The DC equals 15 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you must make a saving throw for each spell and for each source of damage.

Mystic Bridge

Beginning at 14th level you can cast any of your spells with a range of self or touch on a willing, non-hostile creature within 30 feet of you. You must make a saving throw to maintain concentration if either you or the target of your spell are struck for damage, if you use your mystic bridge to cast a spell that requires concentration. You may use this feature twice before requiring a long rest to recharge.

Clever Lineage

Clever godlings are as likely to be swashbuckling rakes as they are to be tactical geniuses. Regardless of their role, they share a knack for single combat and exploiting the vulnerabilities of their foes. The offspring of deities concerned with strategy, trickery, or communication, such as Odin, Hermes, Bast, Loki, and Athena tend to possess the clever lineage.

Proficiencies

Armor: Shields
Weapons: Choose one martial weapon
Tools: Choose one artisan’s tool, musical instrument, or gaming set or thieves tools
Saving Throws: Intelligence
Skills: Choose one skill

Cunning Challenge

You excel at single combat. Beginning at 1st level, you can challenge a creature within 60 feet of you as part of moving or using an Action or as a reaction to a creature moving or attacking an ally. When you deal damage to the target of your challenge, you deal extra damage of the weapon’s type equal to your Intelligence modifier. Additionally, if there are no other creatures within 5 feet of you and the target of your challenge, you have advantage on attack rolls against them. At 10th level, the amount of extra damage you deal to the target of your challenge increases to twice your Intelligence modifier.

Once you have challenged a creature, you have disadvantage when you attack any creature other than the target of your challenge. A creature you have challenged remains so until it is knocked unconscious, killed, or you have finished a long rest. You can only target one creature with your cunning challenge at a time.

Fast Learner

You can learn new skills more quickly than most.

Beginning at 1st level, if you have access to an instructor or a library of sufficient size, you can learn a new language or gain proficiency with a set of tools or gaming set in 125 days with a cost of 1gp per day. You can also learn new skills quickly. It takes 250 days and costs 2gp per day to gain proficiency in a new skill. Whether a suitable instructor is available or a library is large enough to train you in a new language, tool, or skill is left to the judgment of the Game Master.

Exploit Flaw

Beginning at 6th level, when you attack the target of your cunning challenge, it gains no benefit from any resistance to bludgeoning, piercing or slashing damage it has.

Turn The Tables

Beginning at 10th level, you can redirect an attack by feinting into the path of another creature. If a creature attacks you, you can use your reaction to force it to resolve its attack against another creature within 5 feet of you. If there is no other eligible creature within 5 feet of you, you cannot use this feature. Once you use this ability on a creature, it can’t be tricked by you in the same fashion for 24 hours.

Lateral Thinker

You are well versed at thinking your way around problems and coming up with effective solutions.

Beginning at 14th level, if you fail an ability check that you could succeed in, you can choose to succeed instead. You may not choose to succeed in tasks whose DC exceeds what you potentially can achieve. Once you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Lineage

Eldritch godlings manipulate the raw fabric of the universe as easily as weavers spool wool from their looms. They are as likely to prefer subtler aspects of the arcane arts as they are to focus on more explosive applications. Gods of weather, the elements, and magic, such as Apollo, Isis, and Freyja, are most likely to have eldritch progeny.

Proficiencies

Saving Throws: Charisma

Spellcasting

You are the child of a god of magic and have inherited an intrinsic mastery of arcane energies.

The 5e Player`s Handbook contains the general rules of spellcasting and the sorcerer and warlock spell lists, from which you learn your spells.

The Source

As an eldritch godling, you have to choose at 1st level whether you draw spells from the sorcerer or warlock spell list. Once chosen, this choice is permanent and part of your very being. It may not be reverted. The chosen spell list is your eldritch godling spell list.

Cantrips

At 1st level, you know 2 cantrips of your choice from the sorcerer or warlock spell list, as determined by your choice of the source feature. You learn additional sorcerer or warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Spells table.

Spell Slots

The eldritch godling table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these eldritch godling spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spell list chosen as your source. The Spells Known column of the Eldritch Spells table shows you when you learn more spells of your choice.

Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the eldritch godling spells you know and replace it with another spell from your chosen spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability

As an eldritch godling, you directly access your world`s source of arcane energy; Charisma is your spellcasting ability for your eldritch godling spells.

You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an eldritch godling spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your eldritch godling spells.

Assault Caster

Beginning at 6th level, when you use the Dash action, you can cast a cantrip or eldritch godling spell with a casting time of 1 action as a bonus action. You can do so a number of times equal to your proficiency bonus before requiring a long rest before doing so again.

Spellstorm

Beginning at 10th level, you can use an action to cast two 1st level eldritch godling spells with a casting time of 1 action. Each of the spells is cast with a 2nd level spell slot, but only has the effect of being cast with a 1st level spell slot.

At 14th level, you can use an action to cast two 2nd level eldritch godling spells with a casting time of 1 action. Each of the spells is cast with a 3rd level spell slot, but only has the effect of being cast with a 2nd level spell slot.

Magical Prodigy

Beginning at 14th level, you can use a spell slot to cast any spell from your chosen eldritch godling spell list. You do not have to know the spell. You must have a spell slot of the appropriate level to cast your selected spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Table: Eldritch Spell Slots Per Spell Level
Godling Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st 2 2 1
2nd 2 3 2
3rd 3 4 3 2
4th 3 5 3 3
5th 4 6 3 3 2
6th 4 7 3 3 3
7th 4 8 3 3 3 1
8th 4 9 3 3 3 2
9th 4 10 3 3 3 3 1
10th 4 11 3 3 3 3 2
11th 4 12 3 3 3 3 2
12th 4 12 3 3 3 3 2
13th 4 13 3 3 3 3 2
14th 4 13 3 3 3 3 2
15th 4 14 3 3 3 3 2
16th 4 14 4 3 3 3 2
17th 4 15 4 3 3 3 2
18th 4 15 4 3 3 3 3
19th 5 15 4 3 3 3 3
20th 5 15 4 3 3 3 3

Mighty Lineage

Mighty godlings are paragons of the physical, possessed of unnatural strength and hardiness.

These godlings tend to be jubilant and boisterous, seeking out challenges in order to prove their, quite literally, god-given perfection to any who sets eyes upon them. Deities with portfolios dealing in battle, strength, and endurance, such as Horus, Thor, and Ares, tend to produce mighty offspring.

Proficiencies

Armor: Medium armor, shields
Weapons: Martial weapons
Saving Throws: Strength
Skills: Athletics

Hearty

Starting at 1st level, and every time you take a godling level, increase your maximum hit points by a number equal to your proficiency bonus.

Titan`s Grip

At 1st level, when you wield a weapon with the versatile tag in one hand, you deal damage as if you were wielding it in two hands.

Tireless

Beginning at 6th level, you reduce your level of exhaustion by 2 when you finish a long rest.

Wrathful Attack

Beginning at 10th level, you can focus your might into brutal attacks. When you make your first attack on your turn, you can decide to attack wrathfully.

Doing so allows you to roll one additional weapon damage die when you hit with a melee attack during this turn, but attack rolls against you have advantage until your next turn.

Cursed Blow

Beginning at 14th level, you can inflict wounds that tire your foes. When you use your wrathful attack, you can forego the extra damage you would deal. Instead, your target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier.

If it fails this saving throw, it gains 1 level of exhaustion. A given creature may only receive 1 level of exhaustion per round, and it cannot gain more levels of exhaustion that half your proficiency bonus via the effects of this feature.

Ascendancies

Celestial Sanctum

Prerequisite(s): 13th level

You have a personal demiplane akin to a magnificent mansion. You can create an entrance to your celestial sanctum in any location on the prime material plane by concentrating for ten minutes.

Changeling

You can use the change appearance option of alter self at will. Using this ability doesn’t require concentration.

Common Element Alteration

Prerequisite(s): Eldritch divine lineage

Choose one of the following damage types: acid, cold, fire, or lightning. Whenever you cast a spell that deals damage, it can deal damage of your selected type rather than of its usual type. You can select this ascendancy more than once. Every time you select it, you choose a new damage type.

Counter Power

Prerequisite(s): 11th level, adept or clever lineage

You can use your reaction to exert your will over a creature to prevent it from using a specific special ability. If you have determined any of a creature’s special abilities, either with an Intelligence check, observation, or prior experience with the creature or creature type, it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom or Intelligence modifier, whichever number is higher. On a failed save, it cannot use one of its abilities that you previously identified of your choice for 1d10 rounds. At the end of each of its turns, an affected creature can make a new saving throw to overcome the effects of this feature.

Using counter power taxes your body and mind. Each time you use it you gain one level of exhaustion.

Crushing Wrath

Prerequisite(s): Mighty divine lineage, 11th level

When you use your wrathful attack while wielding a weapon that deals bludgeoning damage, you can forego the extra damage you would normally deal to instead stun your opponent for 1 round. Your target can make a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier to avoid the effect.

Dash of Destruction

Prerequisite(s): 11th level

When you take the Dash action, you can use a bonus action to make a number of additional melee attacks equal to your proficiency bonus against creatures you come within 5 feet of during your movement. You may only attack each creature you come in contact with once per use of this ascendancy. You provoke opportunity attacks as normal during your movement.

Divine Immunity

Prerequisite(s): 9th level

You have begun to develop a god’s immunity to mortal magics. Choose a single spell. You are immune to this spell. The spell you choose must be of a spell level equal to or less than half your level in this class. You can select this ascendancy more than once. You choose a new spell whenever you select it.

Divine Presence

Your presence bolsters your allies, as though you had cast bless with a 1st-level spell slot, requiring no components, as an action. Once you use this feature, you can’t use it again until you finish a short or long rest. Beginning at 3rd level, as a bonus action you can use your mythic inspiration to use bless as though you had used a 2nd-level spell slot.

Dragon Slayer

Your divine mote of power is especially attuned to slaying dragons, some of the few mortal creatures that can challenge the gods themselves. You are immune to dragons’ frightful presence and you have advantage on attack rolls to hit dragons.

Edged Wrath

Prerequisite(s): Mighty divine lineage, 11th level

Hit points lost to your wrathful attacks can only be regained by a short or long rest, rather than by regeneration, magic, or any other means.

When you make a wrathful attack while wielding a weapon that deals slashing damage, you can wound your target rather than deal extra damage as usual. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.

Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Expanded Magical Knowledge

Prerequisite(s): Adept or eldritch divine lineage, 11th level

You gain a single 6th level spell slot and a 6th level spell chosen from your source’s list.

  • If you take this ascendancy a second time at 13th level, you gain a single 7th level spell slot and a 7th level spell chosen from your source’s list.
  • If you take this ascendancy a third time at 15th level, you gain a single 8th level spell slot and an 8th level spell chosen from your source’s list.
  • If you take this ascendancy a fourth and final time at 17th level, you gain a single 9th level spell slot and a 9th level spell chosen from your source’s list.
  • If you have taken this ascendancy four times, you gain a second 6th level spell slot and a 6th level spell chosen from your source’s list at 19th level and a second 7th level spell slot and a second 7th level spell chosen from your source’s list at 20th level.

Spells gained via this ascendancy are treated as adept or eldritch godling spells, respectively.

Extra Attack

Prerequisite(s): Clever or Mighty divine lineage, 5th level

You can attack twice, instead of once whenever you take the Attack action on your turn.

You can take this ascendancy once if you are a godling with the clever lineage. If you are an 11th level godling with the mighty lineage, you can take this ascendancy a second time, increasing the number of attacks you can make on your turn when you take the Attack action to three.

Fear Hunter

You are descended from gods of battle and warfare, and the smell of fear is a distasteful, palpable thing to you. As an action, you can detect frightened creatures within 60 feet of you.

Force of Brawn

When you must make a Dexterity or Constitution saving throw, you can instead make a Strength saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.

Force of Personality

When you must make an Intelligence or Wisdom saving throw, you can instead make a Charisma saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.

Giant Slayer

As many heroes of deific heritage do, you have learned the tactics required to combat giants and titans. You have advantage on attack rolls against creatures of this type and you do not provoke opportunity attacks when you move out of their reach.

Guarded

Prerequisite(s): 5th level

On your turn, as a bonus action, you can exert mind over matter to resist certain energies. When you do so, you have resistance to your choice of acid, cold, fire, or lightning damage. Your resistance lasts for 1 minute or until you are knocked unconscious.

Once used, you can`t use guarded again until you have finished a short or long rest. You can`t use guarded and resiliency at the same time.

Guarded Spellcaster

Prerequisite(s): Adept or eldritch divine lineage

You have advantage when you must make a Constitution saving throw to maintain concentration on a spell. Once you use this ascendancy, you can’t use it again until you finish a short or long rest.

Impressive

Prerequisite(s): 5th level

Your presence in battle is demoralizing to your foes. If you deal damage to a creature, as a bonus action you can frighten it. If the creature makes a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier (your choice), it avoids the effect. A creature can make a new saving throw at the end of each of its turns to overcome the effect. A creature can`t be affected by this ability more than once in a 24-hour period.

Light Conduit

Prerequisite(s): Adept divine lineage, 5th level

When an undead creature deals damage to you, you can expend a spell slot as a reaction to make a retaliatory spell attack against it. If you hit, you deal 1d6 radiant damage per level of the spell slot expended to it. For instance, if you expend a 5th level spell slot when you use this feature, you deal 5d6 radiant damage on a hit.

Magic Is Magic

Prerequisite(s): Adept divine lineage, 11th level

You can add one spell from any class’ spell list, of a level for which you have spell slots, to the list of spells you know.

Planar Speech

You can communicate as divine beings do. You can communicate telepathically with any intelligent creature you can see within 30 feet of you. You don’t need to share a language with the creature, but it must be able to speak at least one language.

Powerful Lineage

Prerequisite(s): 7th level

Your divine progenitor is a potent, multifaceted deity. Choose one of the following features that you don`t already have: The cantrips feature from the adept divine lineage, the fast learner feature from the clever divine lineage, the cantrips feature from the eldritch divine lineage, or the titan`s grip feature from the mighty divine lineage. You have this ability.

Protection From Emissaries

Prerequisite(s): Adept divine lineage

You can shape your will into an aura that offers protection from creatures that inhabit the upper and lower planes. As an action you can cast protection from evil and good with a 1st-level spell slot. The protection the spell offers extends to all creatures within 30 feet of you that are non-hostile to you.

Once you use this ascendancy, you can’t use it again until finish a long rest.

Resiliency

On your turn, as a bonus action, you can will your body to better endure the rigors of combat. When you do so, you have resistance to bludgeoning, piercing, and slashing damage. Your resistance lasts for 1 minute or until you are knocked unconscious. Once you use resiliency, you can’t use it again until you finish a short or long rest. You can`t use resiliency and guarded at the same time.

Retribution

Prerequisite(s): 9th level

When you are struck for damage, you can use your reaction to make a melee or ranged attack against your attacker.

Retributive Strike

When you are knocked unconscious, you can deal radiant damage, if you are of good alignment, or necrotic damage, if you are of evil alignment, equal to your remaining hit dice to all creatures within 10 feet of you. If you are killed, you can add your Constitution modifier to the damage dealt. For example, if you are a 7th level neutral good godling and have used none of your hit dice, you deal 7d8 radiant damage with this feature. If you had previously used 2 hit dice during a short rest, you would instead deal 5d8 damage. Neutral godlings must choose whether they deal radiant or necrotic damage when they take this ascendancy. Once you use this ascendancy, you can’t use it again until you finish a long rest.

Rolling Thunder

Prerequisite(s): Mighty divine lineage, 7th level, thunderclap

You can slam your hands together with such force that all creatures within 10 feet are deafened for 1 minute and must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.

Scion of Fury

Prerequisite(s): 5th level

Your god-born fury allows you to execute vicious attacks. When you make your first attack on your turn, you can choose to embrace your fury and score a critical hit on a d20 result of 19 or 20. When you attack in this manner, you have disadvantage on saving throws until the beginning of your next turn. You can’t use this ascendancy and the wrathful attack feature from the mighty divine lineage at the same time.

Sixth Sense

When you approach within 10 feet of a trap or a concealed creature, and you do not notice it with your passive Perception, you can make a Wisdom (Perception) check as a bonus action to notice the source of potential peril. You can detect invisible creatures with your sixth sense, but you have disadvantage on Wisdom (Perception) checks to do so.

Smite Rival

Prerequisite(s): Mighty divine lineage

If you have been struck for damage by a creature within 5 feet of you, you can use your reaction to make a melee attack against your aggressor. You have advantage on this attack and, if you hit, you deal extra damage equal to your proficiency bonus.

Once you use this feature, you can’t use it again until you finish a long rest.

Soothsayer

Prerequisite(s): 5th level

You can spend 1 minute in concentration to glean some insight about the future. At 5th level, this acts as augury. At 7th level, your prophetic visions become clearer and act as divination. Finally, at 9th level, you communicate directly with an extraplanar emissary as with commune. Once you use this ascendancy, you can’t use it again until you finish a long rest.

Spark of Divinity

Prerequisite(s): 5th level

You can use one of your expended abilities that refreshes after finishing a short rest without taking a rest. Once you use this feature, you can’t use it again until you finish a long rest.

Spontaneous Resurrection

Prerequisite(s): 13th level

You can will yourself back to life. If you die, you return to life 1d4 hours later, as though you were the target of resurrection. If your body was destroyed when you died, you are reborn at that same location. The first time you use this ability, you gain 3 levels of exhaustion in addition to the penalties suffered from resurrection. The second time you use this ability, you gain 5 levels of exhaustion in addition to the penalties suffered from resurrection. This ability can’t be used a third time.

Swift Spellcasting

Prerequisite(s): Adept or eldritch divine lineage, 9th level

You can cast a spell with a casting time of 1 round as a bonus action. Each time you use this ascendancy, you gain a number of levels of exhaustion equal to the level of the spell slot you used.

Thunderclap

Prerequisite(s): Mighty divine lineage

You can clap your hands together with such force that the shockwave can hit a creature that you can see within 30 feet. Make a ranged attack against the target. On a hit, the target takes force damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Paths to Legend

When you reach 3rd level, you take your first step down the road to godhood. Unlike your divine lineage, which is directly influenced by your parentage, your path to legend is determined solely by yourself. While each divine lineage leads naturally down certain roads, a godling of any lineage can select any path to legend.

Path of the Battle Lord

Godlings who select this path can see how a conflict will unfold before the first arrow is fired or first spear is braced. They revel in assisting their comrades in surviving the fray, and are always looking forward to the next season of war.

Step One: Focus Fire

Any creature within 30 feet of you that you designate as an ally, deals one extra point of weapon damage if they attack the same target as you. At 11th level, creatures designated as your allies deal an extra two points of weapon damage each time they attack the same creature as you.

Step Two: Tactical Acumen

If you have advantage on a roll, on your turn as a bonus action, you can lose your advantage and grant it to a creature within 60 feet of you. A creature who has gained advantage by your use of this feature, must use it before the end of their next turn or it is lost.

Step Three: Lock Down

You can prevent creatures from safely moving away from you during the heat of combat. When a creature uses an action to Disengage from you, they must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, they must either stay where they are, or move and provoke opportunity attacks as normal.

Step Four: Manufacture Advantage

At the start of any battle, you gain advantage on your choice of any one attack roll or saving throw you make during the first round of combat.

Path of Ebon Whispers

When you walk this path, you declare your kinship with shadows and darkness. Each step you take down this road increases your affinity until you gain the ability to become a true shadow.

Step One: Affinity With Shadows

You gain darkvision with a range of 60 feet. If you already have darkvision, its range is increased by 60 feet. Additionally, you have advantage on Dexterity (Stealth) checks in dim and dark conditions.

Step Two: Obscured By Darkness

If you are in darkness, or within 5 feet of a shadow that is not your own, you can take the Hide action as a bonus action.

Step Three: Shadow Slip

As a move, you can step into a shadow that is not your own and of sufficient size to cover you, and step out of another such shadow that you can see within 150 feet. Once you use this feature, you can’t use it again until you finish a short or long rest.

Step Four: True Darkness

As an action you can become a shadow-like entity for 1 minute. You retain your own ability scores, armor class, and hit points, but gain damage vulnerability to radiant damage, damage resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons, damage immunity to necrotic and poison damage, and condition immunity to exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained. You also gain its amorphous and sunlight weakness features, allowing you to move through spaces as narrow as 1 inch without squeezing. You do, however, suffer from disadvantage on attack rolls, ability checks and saving throws while in sunlight. When you return to your normal form, you take 2d12 points of necrotic damage. The damage you take after using this ability cannot be reduced or ignored due to any resistance or immunity you may have and can only be recovered by finishing a long rest.

Path of the Healing Hand

You have learned to tend to the humors of the body.

As you advance down this path you will learn how to use a healer’s kit to greater effect as well as how to use your own life force to ease the pain of others.

Step One: Healer’s Kit Mastery

During a short rest, you can spend uses of a healer’s kit to tend to a creature and restore hit points equal to 1d6 + your proficiency bonus per use. A creature can recover a maximum of 50 percent of its hit points in this manner, and must finish a long rest before benefitting from this ability again. You can also use a healer’s kit to allow a creature a greater chance to overcome poisons and diseases.

When you spend two uses of a healer’s kit, you can make a DC 15 Wisdom (Medicine) skill check.

If you succeed, your target gains advantage on saving throws against the effects of any poisons or diseases it is suffering from for 4 hours. A creature can only benefit from the use of this feature a number of times equal to your proficiency bonus on any given day.

Step Two: Channel Life

You can spend your Hit Dice to bolster another creature. As an action, you can touch a creature and spend any number of your Hit Dice to heal it. When you spend Hit Dice in this manner, you don’t add your Constitution modifier to the number of hit points you restore.

Step Three: Fast Metabolism

You recover one Hit Die when you finish a short rest. You can only benefit from this feature twice before requiring a long rest to do so again.

Step Four: Rapid Recovery

You recover all of your Hit Dice when you finish a long rest.

Path of the Living Land

Godlings that follow this path gain strength from nature and the elements themselves. They prefer long treks and overland voyages to confining walls and strict laws.

Step One: Bounty of Demeter

While you are outside of an urban area, you are sustained by the land itself. You do not need to eat, and can finish a long rest in four hours.

Step Two: Shadow of Artemis

You have advantage when creatures you are attacking are surprised in the first round of combat. Additionally, you deal an extra 1d6 points of damage, of your weapon’s type, to any surprised creature that you hit. The extra damage you deal increases by 1d6 at 11th level (2d6) and again at 16th level (3d6).

Step Three: Wings of Boreas

Cloudy, vaporous wings spring from your shoulders. You may suppress these wings or manifest them again at any time. You gain a fly speed of 30 feet.

Step Four: Heart of Gaia

As a bonus action, you can root yourself to the ground for one minute. While you are rooted, your speed becomes 0, and you are impossible to shove or knock prone. Additionally, the strength of the earth itself surges into you, increasing your Strength to 22 and granting you resistance to piercing and slashing damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Path of the Passionate Heart

Godlings that walk the path of the passionate heart learn to toy with the emotions and desires of the masses. As you continue down this road, you increasingly gain the ability to influence others to your advantage.

Step One: Magnetic Presence

You are preternaturally charismatic. Your proficiency bonus is doubled for any Charisma skill checks you make that you have proficiency in.

Step Two: Unnatural Lust

You can fill a creature within 60 feet with lust, forcing it to rush to the object of its affection.

Your target can make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails, it must spend its turn moving to an object or creature that you designate, and caress it for one minute.

If your target is caressing a creature, it initiates a grapple with the designated creature. If the target is caressing an object, it holds onto the object for dear life for one minute, and will attack any creature that tries to take the object. A creature affected by this ability can make a new saving throw at the end of each of its turns to overcome the effect. Once you successfully use this ability, you can’t use it again until you finish a short or long rest.

Step Three: Unadulterated Terror

You can fill a creature within 60 feet with absolute horror of any other creature or location of a size to not exceed that of a common house. Your target can make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. If it fails this saving throw, your target is frightened for one minute and must spend its turn moving as far away from the object of its fear as it can.

If the object of the target creature’s fear comes within 5 feet of it, the affected creature must use its reaction to make a melee attack against it. If the target of this ability is frightened of a location, it must move away from that location as swiftly as possible for one minute. If it is forced into the location, or within 5 feet of it, and can’t move away from it, the affected creature cowers and becomes paralyzed until they are moved away from the location or until the effect ends. A creature affected by this ability can make a new saving throw at the end of each of its turns to overcome the effect. Once you use this feature, you can’t use it again until you finish a short or long rest.

Step Four: Cult of Personality

Your presence is so intoxicating, you can beguile creatures within 60 feet to do your bidding. As an action, you can force a creature to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails, it is charmed as though you had cast charm monster on it with a duration of 24 hours. The number of creatures you can keep charmed in this fashion can have a total combined CR equal to half your level in this class.

Path of the Ocean Master

When you follow this path, you become one with the sea. From the warm southern currents to the frigid northern waters, the ocean becomes your domain. You can freely breath underwater and survive its crushing depths.

Step One: Triton’s Gift

You can breathe underwater as easily as you can on dry land, and you gain a swim speed of 30 feet. Additionally, you are under the permanent effect of speak with animals, but can only speak to aquatic beasts.

Step Two: Summon Sea Creatures

You can summon aquatic beasts as though you had cast conjure animal with a 3rd level spell slot.

When you take step three in this path, you summon more beasts, as if you had cast the spell with a 5th level spell slot. When you take step four of this path, you summon beasts as though you had cast the spell with a 7th level spell slot. Once you use this ability, you can’t use it again until you finish a long rest.

Step Three: Survive The Depths

Your muscles and flesh increase in density, allowing you to survive the immense pressure of the deepest parts of the ocean, and giving you a measure of protection from your foes. When you are immersed in water, you have resistance to bludgeoning and slashing damage. When you are land bound, you can still use this ability, though for a shorter period of time. As a reaction to being attacked or potentially suffering bludgeoning or slashing damage, you can will your body to toughen, giving you resistance to bludgeoning and slashing damage for 1 minute. Once you use this feature on land, you can’t use it again until you finish a long rest.

Step Four: Monarch of the Deep

As all life began in the ocean, you can affect creatures on a primal level. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution or Charisma modifier (your choice). If it fails, it gains one of the following conditions of your choice: charmed for 1 hour, frightened for 1 minute or paralyzed for 1d4 rounds. A paralyzed creature can make a new saving throw at the end of each of its turns to overcome the condition. Once you have used this feature, you must finish a short or long rest to use it again.

Path of Sagely Lore

Godlings that walk this path have an unquenchable desire to learn everything they possibly can. They tend to be curious, somewhat aloof, and are often willing to take great risks to unearth new scraps of information.

Step One: Scion of Logos

You have a Book of Lore. Choose two 1st-level spells from the wizard’s spell list. You inscribe the spells in your Book. With your Book of Lore in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals unless you’ve learned them by some other means. These spells do not qualify as adept or eldritch godling spells for the purpose of interaction with the features of these lineages.

During your explorations, you can add other ritual spells from the wizard’s spell list to your Book of Lore. When you find such a spell, you can add it to your book if the spell’s level is equal to or less than half your godling level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Step Two: Seeker of Secrets

You have a knack for ferreting out secret doors, portals, and traps. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps. You also have resistance to the damage dealt by traps.

Step Three: Hurried Ritual

You can cast rituals in a fraction of the usual time, if you’re willing to take a risk. When you cast a ritual out of your Book of Lore, you can do so by increasing the usual casting time of the spell by one minute rather than the usual ten minutes. When you cast a ritual in this manner, you must make an Intelligence ability check or an Intelligence (Arcana) skill check with a DC equal to 15 or 8 + the level of the spell being cast, whichever number is higher. On a successful check, the spell is cast as normal. On a failed check, the spell fails and the backlash deals 1d6 necrotic damage per level of the spell to you. The damage you take on a failed check can’t be reduced or ignored due to any resistance or immunity you may have and can only be recovered by finishing a long rest.

Step Four: Hypercognition

As an action you can enter a state of heightened consciousness wherein you rapidly and subliminally gather and collate all available data regarding your current situation. For one minute you can add your proficiency bonus on all skill checks and saving throws you make. You also have advantage on all your attack rolls while you are in this state. When the duration of this ability expires, you gain 1 level of exhaustion.

While you are using this feature, any levels of exhaustion you have gained from previous uses of this feature are suspended and do not affect you for the duration.

Path of the Radiant Day

Godlings who choose this path are filled with the light of the sun and want to bring that light to the world. They despise the undead and will hunt them, and those that create them, relentlessly.

Step One: Coruscating Ray

As an action, you can emit a beam of focused light from your eyes or hand. Make a ranged attack (range 30/120); on a hit you deal 1d8 radiant damage and your target can make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded for 1 round. The damage dealt increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Additionally, you can cast light at will.

Step Two: Bend Light

You can bend ambient light around yourself in such a manner that you are difficult to discern. As an action, you can cast invisibility, requiring no components. If you spend your mythic inspiration, you can extend the effect to all creatures within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Step Three: Strobe Effect

As an action you radiate intense, intermittently flashing light all around you to a range of 10 feet for 1 minute. Creatures within your strobing aura must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or suffer one of the following effects, determined randomly by rolling 1d4: • Blinded for 1 minute.

  • Confused as if affected by confusion for 1d4 rounds.
  • Slowed as if affected by slow for 1 minute.
  • Frightened for 1 minute.

A creature that is affected by one of the conditions above can make a new saving throw at the end of each of its turns to end the effect. A creature that leaves the strobe effect immediately recovers from any conditions the effect caused it, but must make a new saving throw if it re-enters your aura. You can choose up to three creatures that can ignore the effect of this ability. Once you use this feature you can’t use it again until you finish a long rest.

Step Four: Pure Radiance

As an action you can transform into a creature of pure light for 1 minute. You retain your own ability scores, armor class, and hit points, but gain damage immunity to radiant and poison damage, condition immunity to exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained and unconscious. You also gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. You shed light in a 30-foot radius and dim light for an additional 30 feet. You can move through a space as narrow as 1 inch without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 radiant damage. Additionally, you can enter a hostile creature’s space and stop there. The first time you enter a creature’s space or on that creature’s turn, that creature takes 1d10 radiant damage. However, for each 5 feet you move in total or magical darkness, you take 1 point of necrotic damage.

When you return to your normal form, you take 2d12 points of radiant damage. The damage you take after using this ability can’t be reduced or ignored due to any resistance or immunity you may have and can only be recovered by finishing a long rest.

Path of the Weapon Master

Godlings who walk this path form a bond with a weapon that is more than a tool with which they defeat their enemies, it is an emblem of their emerging power.

Step One: Named Weapon

Choose one weapon with which you have proficiency. You will into existence a weapon + 1 of this type. When you create your weapon, you name it and choose its appearance. You can alter its appearance each time you take another step on this path. If you are parted from your named weapon, but are on the same plane as it, you can hold another weapon of its type and spend your mythic inspiration to swap the held weapon with your named weapon. Your named weapon is attuned to you and becomes a mundane weapon of its type in the hands of another creature.

Step Two: Rarified Weapon

You gain 1 point with which you can add special features to your named weapon. The descriptions of the available weapon features and their point values are below. You must meet any prerequisites that a weapon feature has before choosing it. You can choose to change your named weapon’s features when you take another step down this path. Alternatively, you may choose to change your weapon’s features when completing a long rest, but you must spend 1 point of mythic inspiration to do so.

Step Three: Iconic Weapon

The attack and damage bonus of your named weapon increases to +2. You also gain a second point with which you can add weapon features to your named weapon.

Step Four: Mythic Weapon

The attack and damage bonus of your named weapon increases to +3. You also gain a third point with which you can add weapon features to your named weapon.

Weapon Features

Dancing (3 Points)

As a bonus action, you can toss your named melee weapon into the air and speak its name. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your own choice within 5 feet of it. The weapon uses your attack roll and ability score modifier to damage rolls.

While your named weapon is hovering, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After your hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you do not have a free hand, it falls to the ground at your feet. If the sword doesn’t have an unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defending (2 Points)

The first time you attack with your named weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Disrupting (2 Points)

Prerequisite(s): Holy weapon feature

When you score a critical hit on a fiend or an undead creature with your disrupting named weapon, if it has fewer than 25 hit points remaining, it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma bonus or be destroyed. On a successful save, the creature is frightened of you for 1 round.

Dissolving (1 Point)

You can use a bonus action to will your named weapon to drip with flesh searing acid. While your weapon is coated, it deals an extra 2d6 acid damage to any target you hit. The acid persist until you will it to cease or until you drop or sheathe the weapon.

Flaming (1 Point)

You can use a bonus action to will your named weapon to erupt in flames. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While your weapon is ablaze, it deals an extra 2d6 fire damage to any target you hit. The flames persist until you will them to cease or until you drop or sheathe the weapon.

Freezing (1 Point)

You can use a bonus action to will your named weapon to become rimed with frost. While your weapon is frosted, it deals an extra 2d6 cold damage to any target you hit. The chill persists until you will it to cease or until you drop or sheathe the weapon.

Holy (1 Point)

You can use a bonus action to will your named weapon to erupt in holy white light. This light sheds bright light in a 40-foot radius and dim light for an additional 40 feet. While your weapon is lit, it deals an extra 1d10 radiant damage to any target you hit. The light persists until you will it to cease or until you drop or sheathe the weapon. A weapon with this weapon feature may not have the unholy weapon feature.

Life Giving (2 Points)

Your hit point maximum increases by 1 point per level in the godling class while you and your named weapon are on the same plane.

Life Stealing (2 Points)

Prerequisite(s): Unholy weapon feature

When you score a critical hit against a creature with your unholy named weapon, you gain temporary hit points equal to the amount of necrotic damage you dealt.

Resistant (1 Point)

Prerequisite(s): One of the following weapon features: dissolving, flaming, freezing, holy, shocking, thundering, or unholy.

While you are wielding your named weapon, and have willed it to activate its weapon feature, you gain resistance to the energy type that you deal as extra damage.

For instance, if you have a named weapon with the freezing weapon feature, you gain resistance to cold damage when you select this feature. If your named weapon has more than one of the prerequisite features, you must choose which damage type you gain resistance to when you choose this feature.

Shocking (1 Point)

You can use a bonus action to will your named weapon to crackle with electricity. While your weapon is electrified, it deals an extra 2d6 lightning damage to any target you hit. The electricity persists until you will it to cease or until you drop or sheathe the weapon.

Slaying (2 Points)

Choose a creature type, such as dragons or monstrosities. If you choose humanoids, you must also select a tag, such as goblins or orcs. When you hit a creature of the selected type with your named weapon, it takes an extra 3d6 damage of the weapon’s type.

Stunning (2 Points)

Prerequisite(s): Thundering weapon property.

When you score a critical hit with your thundering named weapon, your target must make a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier or be stunned for 1 round.

Swift (3 Points)

On each of your turns, you can make an attack as a bonus action with your named weapon.

Throwing (1 Point)

Your named weapon gains the thrown tag with a range of 20/60 feet. Immediately after the attack, your weapon flies back to your hand.

Thundering (1 Point)

When you strike a creature with your named weapon, the weapon emits a thunderous rumble and deals an extra 2d4 thunder damage to your target.

Toxic (1 Point)

As a bonus action, you can will your named weapon to be coated with a viscous liquid. While it is thus coated, it deals an additional 1d10 poison damage to any target it hits. The poison lasts until you will it to cease or sheathe your weapon.

Unholy (1 Point)

You can use a bonus action to will your named weapon to become wreathed with black flames.

These flames devour light, dimming it in a 10-foot radius. While your weapon is wreathed, it deals an extra 1d10 necrotic damage to any target you hit.

The black flames persist until you will it to cease or until you drop or sheathe the weapon. A weapon with this weapon feature may not have the holy weapon feature.

Venomous (2 Points)

Prerequisite(s): Toxic weapon feature

When you score a critical hit with your named weapon, your target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for one hour.

Multiclassing

The general rules for multiclassing, including experience points, hit points, hit dice, and proficiency bonus can be found here.

Prerequisites

To multiclass as a godling, you must meet the ability score prerequisites for both your current class and your new one. The ability score prerequisites of a multiclassed godling are based on the divine lineage being chosen as shown in Table: Godling Multiclassing Prerequisites. For example, a barbarian who decides to multiclass into the godling class with the clever divine lineage must have both Strength and Intelligence scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of the new class’ starting proficiencies, as shown in Table: Godling Multiclassing Proficiencies.

Class Features

Spellcasting has additional rules when you are multiclassing as a godling.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes.

Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. Spells gained from nongodling classes do not qualify as either adept or eldritch godling spells. If you are a ranger 4/godling (eldritch divine lineage) 3, for example, you know three 1st level ranger spells based on your levels in the ranger class. As a 3rd level godling, you know three sorcerer cantrips and four sorcerer spells.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, godling, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting Table: Multiclass Spellcaster on the Multiclassing page.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare.

You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.

Table: Godling Multiclassing Prerequisites
Divine Lineage Ability Score Minimum
Adept Wisdom 13
Clever Intelligence 13
Eldritch Charisma 13
Mighty Strength 13
Table: Godling Multiclassing Proficiencies
Divine Lineage Proficiencies Gained
Adept Light armor, simple weapons
Clever Shields, one skill of your choice
Eldritch Light armor, simple weapons
Mighty Shields, medium armor, martial weapons
Section 15: Copyright Notice

5e Classes: The Godling. © 2019, Rogue Genius Games. Designers: Owen K.C. Stephens and Ken Pawlick