Divadel of the Brotherhood of Thunder stood on the cliff overlooking the Muck. A cigarette dangled from the corner of his mouth; the wind plucked listlessly at Divadel’s lank brown hair, his gray-blue robes. He studied the turgid surface of the Muck, then sighed and undid the laces of his breeches. Pulling his manhood out, Divadel let a stream of hot piss rain down into the Muck. There was a disturbance below him. The cleric barely had time to put his dick away before the Muck roiled and the slimeworm reared up, out of the shit-brown mire. The beast threw back its head and shrieked its disgust.
Brother Divadel tossed his cigarette aside and grabbed his mace. Grinning, the armed and armored cleric leapt from the cliff, right at the slimeworm.
Clerics of Roth tend to be adventurers, veterans and angry meteorologists. They don’t prance around, healing the sick. They’re badasses who go around punching things in the face (at least, at first) and eventually causing frickin’ swords to fall from the sky. Clerics of Roth are so tough that they don’t have paladins, because they don’t really need ‘em.
They have long hair and their armor is usually decorated with lightening bolts. As they get older, clerics of Roth tend to lose some of their hearing because of all the badass thunder damage they deal.
Class Features
As a Cleric of Roth, you gain the following features.
Hit Points.
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + Con modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Con modifier per cleric level after 1st
Proficiencies:
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Insight, Intimidation, Religion and Survival.
Divine Rage.
In battle, your deity endows you with supernatural ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits: you have advantage on Strength checks and Strength saving throws, when you make a melee weapon attack using Strength you can add your proficiency bonus to the damage, and you have resistance to bludgeoning, piercing and slashing damage.
You can use this feature a number of times equal to your Wisdom modifier. Once you have expended all uses of this feature, you must take a short or long rest before you can use it again.
Thunderstrike
Starting at 2nd level, when you hit a creature with a melee weapon attack, you deal an additional 1d8 thunder damage to the target, in addition to the weapon damage. The additional thunder damage increases when you reach higher levels, 2d8 at 8th level and 3d8 at 11th level.
Smite Undead
At 3rd level, when you hit an undead creature with a melee weapon attack, you add an additional die to the damage roll.
Ability Score Improvement
When you reach the 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Blessed Lightening
At 6th level, you gain the ability to channel your deity’s divine power into a bolt of lightening. A bolt of lightening, 100 feet long and 5 feet wide, erupts from you in a direction you choose. Each creature in that line must make a Dexterity saving throw (DC is 8 + your proficiency bonus + your Wisdom modifier). A creature takes 8d6 lightening damage on a failed save, or half as much damage on a successful one.
The lightening ignites flammable objects in the area that aren’t being worn or carried.
After using this feature, you cannot use it again until you finish a long rest.
Storm God’s Shield
Starting at 7th level, you become immune to all charm effects.
Indomitable Will
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll. You gain an additional use of this feature at 13th level. You cannot use this feature again until you finish a long rest.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your character level, your deity intervenes. The DM chooses the nature of the intervention.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Purifying Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.
Divine Stamina
Staring at 15th level, when you are reduced to 0 hit point and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Winds of War
At 17th level, you can fly, gaining a flying speed equal to your current walking speed. You can use this feature a number of times equal to your Wisdom modifier. After expending all uses of this feature, you must complete a long rest before you can use it again.
You cannot use this feature if you are underground or indoors.
Storm of Swords
Once you reach 18th level, you can use your action to cause swords to fall from the sky in a cube 5 feet on each side, centered on a point you choose within 30 feet of yourself. Each creature in that area must make a Dexterity saving throw (DC is 8 + your proficiency bonus + your Wisdom modifier). A creature takes 6d8 piercing damage on a failed save, or half as much damage on a successful one.
You cannot use this feature if you are underground or indoors.
Storm God’s Avatar
At 20th level, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. Also, the creature that made the attack takes half the damage rolled as lightening damage.
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