Godbinder (5e Class) - GM Binder

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Godbinder, A 5e Reimagining of DIE

The Godbinder
Proficiency Cantrips Spells Spell Slot Miracles
Level Bonus Features Known Known Slots Level Known
1st +2 Divine Binding, Bound Magic 1 1 1 1st —
2nd +2 Miracles 1 1 1 1st 1
3rd +2 Divine Conduit 1 2 2 1st 1
4th +2 Ability Score Improvement 2 2 2 2nd 1
5th +3 2 3 2 2nd 2
6th +3 Divine Binding 2 3 2 2nd 2
7th +3 2 4 3 3rd 2
8th +3 Ability Score Improvement 2 4 3 3rd 2
9th +4 2 4 3 3rd 3
10th +4 Divine Binding 3 5 3 4th 3
11th +4 Hallowed Rites (Miracle Worker) 3 6 3 4th 3
12th +4 Ability Score Improvement 3 6 3 4th 3
13th +5 Hallowed Rites (Godly Aura) 3 7 4 5th 3
14th +5 Divine Binding 3 7 4 5th 4
Hallowed Rites (Book of Hallowed
15th +5 3 8 4 5th 4
Rites)
16th +5 Ability Score Improvement 3 8 4 5th 4
17th +6 3 8 4 6th 4
18th +6 Favored Aspect 3 9 4 6th 4
19th +6 Ability Score Improvement 3 10 4 6th 4
20th +6 Master of Gods 3 10 4 6th 4

Godbinders Heretics and Hierophants


"A war-maul smashes down a malevolent spirit, as a warrior Divine magic⁠, as the name suggests, is the power of the gods,
wreathed in divine light calls upon a god. However, the flowing from them into the world. Godbinders while they may
warrior does not supplicate or plead like a lowly paladin or not be like Clerics in their devotion, carry an unwavering will
cleric; nor beg like a warlock to a divine patron. No. This to parley with the gods. Clerics of these gods might find what
warrior demands and their call is answered." Godbinders do to be blasphemous, others might consider it
holy - interpreting it as will of their god, choosing to work
Full credit for the idea of the Godbinder goes to Kieron Gillen through them. To some Godbinders, they are making
and Stephanie Hans, as it's from the comic series, Die. themselves vessels for divine power. To others, the gods are
If you'd like, the actual Godbinder class is playable in their like demons - if one can summon demons and control them?
own tabletop role-playing game of the same name, called Die. What is so different of a god? Godbinders are often driven by
The game is lite on mechanics and very role-play heavy, if that a purpose greater than themselves, whether that be
interests you should check it out! You can play it here! knowledge or power or faith in their divine powers.

1
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Godbinders, as indicated by their name, are known for
binding the aspects of gods. Aspects are like the sparks of
divinity that radiates from the divine domain of a god, and
Godbinders channel those sparks to commune with gods.
However, this is not all - they place a part of that divine spark
within themselves to be able to call upon that god whenever
they so wish. The relationship in a sense is like taking Work with your GM to determine how big a part your divine
advantage of the belongings someone left behind, since these bindings will play in your character’s adventuring career. Your
sparks are only the residual energy left behind in the materiel demands of your aspects might drive you into Adventures, or
plane. Although, they really are communing with a shard of a they might consist entirely of small favors they grant you in
gods consciousness. This is their power, to call forth divine between adventures.
power and ask for Miracles to sway the tides of battle or cure Quick Build
the dying. They will not beg or pray to the gods, they demand
answers. You can make a Godbinder quickly by following these
suggestions.
Creating a Godbinder First, Wisdom should be your highest ability score, followed
As you are creating your Godbinder character, ask yourself by Strength or Constitution. Second, choose the Noble or
why your character has chosen to capture the essence of Sage background. Third, choose the Warhammer, scale mail,
these deities? What cause your character to seek them out? and the scholar's pack.
Did you seek to prove your power, or perhaps you felt helpless
and after tireless work have dedicated yourself to never Class Features
feeling that again - choosing to capture the sparks of divinity? As a Godbinder, you gain the following class features
Or perhaps you are host for your gods to influence the world,
working through your body? Hit Points
How did you bind your first aspect of a god? How do your Hit Dice: 1d8 per Godbinder level
aspects communicate with you? You might see a ghostly Hit Points at 1st Level: 8 + Constitution modifier
visage at the corner of your eyes speaking with you. Some Hit Points at Higher Levels: 1d8 (or 5) + Constitution
Godbinders find messages from their aspects etched on modifier per Godbinder level after 1st
trees, mingled among tea leaves, or adrift in the clouds— Proficiencies
messages that only they can see. Other converse with their Armor: Medium armor, shields
aspects in dreams or waking visions. Weapons: Simple and martial melee weapons.
What kind of relationship do you have with your aspects? Is it Tools: None
friendly, antagonistic, uneasy, or romantic? It could be Saving Throws: Wisdom, Charisma
radically different for each one. How important are you to Skills: Choose two from Arcana, History, Insight,
each other? Do you know others who have bound part of their Intimidation, Perception, Persuasion and Religion
essence?

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Equipment The Spells Known column of the Godbinder table shows
You start with the following equipment, in addition to the when you learn more Cleric spells⁠of your choice of 1st level
equipment granted by your background: and higher. A spell you choose must be of a level no higher
than what’s shown in the table’s Slot Level column for your
(a) a Warhammer or (b) a Maul or (c) two simple weapons level. When you reach 7th level, for example, you learn a new
(a) Scale mail or (b) Padded armor Cleric spell, which can be 1st, 2nd, or 3rd level.
(a) a priest's pack or (b) a scholar's pack Additionally, when you gain a level in this class, you can
A shield, a holy symbol, and vial of holy water choose one of the Cleric Spells you know and replace it with
another spell from the Cleric spell list, which also must be of
If you are using starting wealth, you have 4d4 x 10 gp. in a level for which you have Spell Slots.
funds.
Spellcasting Ability
Divine Binding Wisdom is your spellcasting ability for your cleric spells. The
At 1st level, choose a divine aspect of a god you have bound: power of your spells comes from the divine power bonded by
Aspect of Death, Aspect of Fate, Aspect of Life, Aspect of you. You use your Wisdom whenever a spell refers to your
Nature, Aspect of Peace, Aspect of Tempest, Aspect of spellcasting ability. In addition, you use your Wisdom
Trickery, or the Aspect of War. Each aspect is detailed at the modifier when setting the saving throw DC for a cleric spell
end of the class description, and each one provides examples you cast and when making an attack roll with one.
of gods associated with it.
Your choice grants you Aspect Spells and other features Spell Save DC = 8 + your proficiency bonus +
when you choose it at 1st level. You bind another aspect at your Wisdom modifier
6th, 10th, and 14th level; each aspect grants one feature. It
also grants you additional options with Miracles when you Spell attack modifier = your proficiency bonus +
gain that feature at 2nd level. your Wisdom modifier
Aspect Spells
Each aspect has two spells — its aspect spells — that you gain Ritual Casting
at the Godbinder levels noted in the Divine Binding You can cast a Cleric spell as a ritual if that spell has the
description. Once you gain an aspect spell, you always have it ritual tag and you have the spell prepared.
prepared, and it doesn’t count against the number of Spells
Known. Spellcasting⁠Focus
You can use a holy symbol⁠as a Spellcasting focus for your
If you have an aspect spell that doesn’t appear on the Cleric Cleric Spells.
spell list, the spell is nonetheless a Cleric spell for you.
Miracles
Bound Magic
In your study and binding of deities, you can call forth
Your research into the divine and the magic bound to you by Miracles, you gain the ability to channel divine energy directly
your aspect have given you facility with spells. See the from your aspects, using that energy to fuel magical effects.
general rules of Spellcasting and the Cleric spell list.
At 2nd level, you gain one Miracle. Your Miracle options are
Cantrips detailed at the end of the class description. When you gain
You know one cantrip of your choice from the Cleric spell list. certain Godbinder levels, you gain additional miracles of your
You learn additional Cleric cantr⁠ips of your choice at higher choice, as shown in the Miracles Known column of the
levels, as shown in the Cantri⁠ps Known column of the Godbinder table.
Godbinder table You can use any Miracle a number of times equal to
Miracles Known (ex. At 5th level, you know two Miracles and
Spell Slots can use Miracle two times), then you need to finish a long rest
The Godbinder table shows how many spe⁠ll slots you have to before you can use your full number of Miracles again. Using
cast your spells of 1st through 7th level. The table also shows a Miracle is a full action, unless specified otherwise.
what the level of those slots is; all of your Spell Slots are the For each Miracle you use before a long rest, mark a debt,
same level. To cast one of your spells of 1st level or higher, for each debt you must sacrifice 10 lbs. of any trade good to
you must expend a spell slot. You regain all expended Spell the gods. If you fail to do so over a long period of time, roll a
Slots when you finish a short or long rest. d20. If you roll a number equal to or higher than your
For example, when you are 5th level, you have three 2nd- Godbinder level, your Miracles will not work until sacrifice is
level Spell Slots. To cast the 1st-level spell Inflict Wounds, given. If you wish to sacrifice something other than trade
you must spend one of those slots, and you cast it as a 2nd- goods, work with your DM to determine the details of your
level spell. sacrifice.
Spells Known of 1st Level and Higher Additionally, when you gain a level in this class or take a long
At 1st level, you know one 1st-level spell of your choice from rest, you can choose one of the miracles you know and
the Cleric spell list. replace it with another miracle that you could learn at that
level.

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Divine Conduit
At 3rd level, your command and control the divine forces
intervening in the world has grown. You imbue an object to
channel the deities you've bound to your will. You gain one of
the following features of your choice.
Conduit of Chains.
Choose a holy symbol in your possession. Chains of divine
fire fall from it, with a suitable length to where it can be
wrapped and bound to a part of your body. You can create 50
feet of divine, unbreakable chains at will.
These chains dissipate twenty-four hours after they are
created. As an action you can break off two chain links, you
can choose to keep them or hand them out. You can use this
feature twice. You regain expended uses when you finish a
short or long rest.
As an action, you can consume a link to cast the hold person
or augury spells. The hold person spell is always cast as
though it were 2nd-level spell.
If you lose possession of this holy symbol, the power fades
from it until it returns to your hands. The symbol ceases
being your conduit symbol if you die or if you perform the 1-
hour ritual on a different holy symbol.
Conduit of Power.
Choose a weapon in your possession. Divine power flows
through it and now deals radiant damage in addition to its
other damage types. This weapon counts as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Portents of doom, danger, and victory echo through your
veins when you carry this weapon. As long as you wield this
weapon you can use it to perform a reaction when you are
targeted by a melee attack to cause the attack to miss. You
can use this feature twice. You regain expended uses when
you finish a short or long rest.
If you lose possession of this weapon, the power fades from it
until it returns to your hands. The weapon ceases being your
conduit weapon if you die or if you perform the 1-hour ritual
on a different weapon.
Conduit of Protection.
Choose armor in your possession. It becomes wreathed in
divine energy. If you so choose it can provide a bright light in
a 10-foot radius and dim light for an additional 5 feet.
As long as you wear this armor you can use it to take a bonus
action to gain resistance to one damage type of your choice,
then gain 1d12 temporary hit points; the damage resistance
lasts until you take a short rest. You can use this feature
twice. You regain expended uses when you finish a short or
long rest.
If you lose possession of this armor, the power fades from it
until it returns to you and wear it. The armor ceases being
your conduit armor if you die or if you perform the 1-hour
ritual on different armor.

4
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Ability Score Improvement Favored Aspect
When you reach 4th level, and again at 8th, 12th, 16th, and When you reach 18th level, choose one of your Divine
19th level, you can increase one ability score of your choice Binding Aspects. You gain a spectral avatar representing the
by 2 or you can increase two ability scores of your choice by aspect of the deity, it does not have any statistics and cannot
1. As normal, you can't increase an ability score above 20 take any actions or reactions. Only those you choose or those
using this feature. with true sight can see the avatar. You can speak to it and ask
it for advice; it is up to the GM and you to decide the avatar's
Hallowed Rites demeanor and personality.
When you reach 11th level, and again at 13th and 15th level Once a day, you can absorb its divine essence and gouts of
you uncover more divine knowledge and power. divine fire pour from your body after you make a successful
attack roll. You add 3d6 fire damage, 3d6 lightning damage,
Miracle Worker and 3d6 radiant damage to the damage roll.
At 11th level, your routine parleying with capricious divinities
has become ingrained in your muscles, you now only need to
take a short rest to restore your Miracles. Presence of Divinity
The domain of the Divine Aspect reflects your
Godly Aura avatar's appearance. For example - If you choose
At 13th level, while you are awake you appear to have a subtle the Aspect of Nature, a Nature God would take the
aura of celestial vim and vigor, as long as you have your divine shape of a great bear or wolf. Alternatively, an
conduit you gain expertise with Charisma (Persausion) and Aspect of Fate might personify as their preferred
Charisma (Intimidation); when you make a check using the mortal form, a clockwork automaton, or perhaps as
aforementioned skills towards a celestial, you roll with a ghostly lynx.
advantage.
Book of Hallowed Rites Master of Gods
At 15th level, you procure a Book of Hallowed Rites from the
many divine aspects you have bonded with, and you roll with At 20th level, you can push your mastery over the divine to
advantage when you ever make a Intelligence (Arcana) or the brink. The number of times you can use your Miracles is
Intelligence (Religion) check concerning the divine. now equal to a number of times double your Miracles Known
(ex. At 20th level, you know four Miracles and can now use a
You can write five aspect spells you know in this book, when Miracle up to eight times).
you cast these spells they will not expended a spell slot. If you
wish to change these spells, the process takes 2 hours and
cost 10 gp per spell, which is the cost of the components to
write them.
If you lose your Book of Hallowed Rites, you can perform a 1-
hour ceremony to receive a replacement. This ceremony can
be performed during a short or long rest, and it destroys the
previous book. The book turns to ash when you die.

The Good Book


Your Divine Binding choices reflect on the its
appearance.
If you bind the Aspects of Death, Fate, Life and
Nature - your tome would appear to be alive with
foliage and fungi, held by bones, and pages made
of webs glowing with runes. Or perhaps you bound
Fate, Peace, Trickery, and War - it would appear to
be the weighty ledger of a diplomat with iron
hinges scarred by war, the parchment brimming
with an irresistible glow.

5
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Divine Aspects Aspect of the Depths
Aspects are how the divine influence the material plane. Gods whose portfolios include the Depths aspect —including
Every nature god resides in their ancient, weathered glade or Poseidon, Umberlee, and Rán — govern the restless sea and
overgrown forest as every war god is at home on the fresh all that dwells in it. They include gods of the depths are often
battlefields and campaigns of yore. You have learned to bind merciless, cold and cruel in their actions towards. Containing
the essence of these divine beings and bend them to your will, their aspect allows you to feel that in your heart as well.
with varying effect. When you gain control of this aspect, you gain the following:
Depths Aspect Feature: Drown
Aspect of Death When you gain this aspect you can cause your enemies to
These deities watch over the dying. To these deities, death gasp for air as they sink into the depths of your aspect's
and the afterlife are a foundational part of the multiverse. To domain. As an action, roll a spell attack against a number of
desecrate the peace of the dead is an abomination. creatures equal to half your Godbinder level (minimum of
Deities of Death include the Morrigan, Kelemvor, Wee Jas, one). Make a separate attack roll for each creature. On a
the ancestral spirits of the Undying Court, Hades, Anubis, successful attack, their lungs begin to fill with water and
and Osiris. Those who bound the essence of these kind of begins to suffocate (see pg. 183 of the Player's Handbook). A
gods peer deeper into the afterlife to unlock its secrets and creature can end this effect by making a Constitution saving
know the burden that weighs upon these gods. When you throw against your spell save DC at the end of its turn.
gain control of this aspect, you gain the following:
You can use this feature a number of times equal to your
Death Aspect Feature: Touch of the Wisdom modifier (a minimum of once). You regain all
Psychopomp expended uses when you finish a long rest.
When you gain this Aspect, you become a minor arbiter of Aspect of Depths Spells
death. You can force the undead to truly recognize the Aspect Spells
abominations they are.
armor of agathys, create or destroy water
As an action, you can touch an undead creature and restore
part of it to life, it must make a Wisdom saving throw. If the Aspect of Fate
creature rolls less than or equal to its CR (CR 1/2 counts as
equal to 1) it is destroyed and passes on; if its CR is 10 or Divine Lords, Ladies, and Caretakers of Fate. They are
above, the DC is 10. If it succeeds it is paralyzed until the independent, at the helm of necessity, directed fate, and
start of its next turn. watch that the fate assigned to every being by eternal laws
You can use this feature a number of times equal to your might take its course. Both gods and men had to submit to
Wisdom modifier (a minimum of once). You regain all them. Whether it is a well, a web, or a river - these gods watch
expended uses when you finish a long rest. and craft the fates of everyone, including themselves.
You also learn the Spare the Dying cantrip, which doesn’t Deities of Fate include the Moirai, the Norns, Thoth, Janus,
count against the number of Cleric cantrips you know. Jergal, and Istus. Binding fate is like staring into an abyss
who knew this would come and it always would. When you
Aspect of Death Spells gain control of this aspect, you gain:
Aspect Spells Fate Aspect Feature: Mercurial
false life, ray of sickness Forewarnings
When you gain this aspect, the whispers of fate readily enter
your ear, but be warned fate is fickle.
At the start of each day, consult with your bound Aspect of
Fate and roll 1d12. The outcome of the die determines how
many warnings they give you about the upcoming day. The
GM offers these warnings, and they are always truthful. The
warning might be a short phrase, a cryptic rhyme, or an
omen. These warnings are often vague and unspecified, but
contain perhaps an important clue.
The Aspect can choose to withhold warnings, but must say
them before the end of the day. You can demand any untold
warnings at any point in the day. The Aspect doesn't take into
account any possible circumstances that might change the
outcome, such as the casting of additional spells or the loss
or gain of a companion.
Aspect of Fate Spells
Aspect Spells
unseen servant, identify

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Aspect of Life
The Aspect of Life focuses on the vibrant positive energy—
one of the fundamental forces of the universe—that sustains
all life. The gods of life promote vitality and health through
healing the sick and wounded, caring for those in need, and
driving away the forces of death and undeath.
Almost any non-evil deity can claim influence over this
domain, particularly agricultural deities (such as Chauntea, Aspect of Peace
Arawai, and Demeter), sun gods (such as Lathander, Pelor,
and Re-Horakhty), gods of Healing or endurance (such as Gods of justice, protection, and peace (such as Tyr, Rao, Kol
Ilmater, Mishakal, Apollo, and Diancecht), and gods of home Korran, Boldrei). They seek to protect the balance that
and community (such as Hestia, Hathor, and Boldrei). protects the weak. Whomever binds these aspects seek to
Godbinders who contain any aspect of these gods recognize protect the fine balance that protects the world. Sometimes,
the power they hold over this fragile world. When you gain these gods and as well their servants and binders value peace
control of this aspect, you gain: more than the methods to bring it. When you gain control of
this aspect, you gain:
Life Aspect Feature: Celestial Vitality
When you gain this aspect, you become filled with vitality and Peace Aspect Feature: Divine Diplomacy
vigor. Your maximum hit points are increased by your When you gain this aspect your words can sow peace and
Godbinder level + your Wisdom modifier; this adjusts as you bind oaths. When you communicate with a creature who can
gains levels or increase your Wisdom. understand you, and vice versa, you can ask them to make an
Whenever you are reduced to 0 hit points, and have to roll oath on your divine power. If they agree, work out the terms
Death Saving Throws, you now only need two successful of the oath and both sides must cease physical conflict upon
saves to become stable and four unsuccessful saves to agreement of the terms.
succumb to death. If either oath-taker breaks it, divine power smites them
down. The GM determines the consequence of breaking the
Aspect of Life Spells oath. You also gain proficiency in one of the following
Aspect Spells sszxgbfkills of your choice: Deception, Perception, or Insight.
cure wounds, purify food and drink Aspect of Nature Spells
Aspect Spells
Aspect of Nature sanctuary, protection from evil and good
Gods of Nature are as varied as the natural world itself, from
inscrutable gods of the deep forests (such as Silvanus and Aspect of Madness
Pan), or insurmountable gods of mountains and the earth
(Skadi and Dunatis) to friendly deities associated with The essence of these divinities are oft too terrible, too
particular springs and groves (such as Eldath). eldritch to be known or captured. Gods like Ghaunadaur,
Many Godbinders seek the power of the world and to feel it Tharizdun, and the Shadow - are all unknowable and depart
flow in their veins, they might have many reasons to infuse their "gifts" unto the world. Many Godbinders make dark
themselves with these deities. When you gain control of this choices in their efforts to bind these beings incomprehensible
aspect, you gain: to mortal minds. When you gain control of this aspect, you
gain the following:
Nature Aspect Feature: Call of the Wild
When you are in a natural area (open desert, deep forest, Madness Aspect Feature: Horrific Gaze
unsettled mountains), you can summon one beast to be your Your eyes become pools of eldritch knowledge. As an action,
mount: a Bear (Cave Bear, Monster Manual pg. 334), a giant you can make eye contact with a creature you can see and
snake (Giant Constrictor Snake, Monster Manual pg. 324), or force them to make a Wisdom saving throw against your spell
a moose (equivalent to a Giant Elk, Monster Manual pg. 325). save DC. On a failure, they roll a short term madness. At the
The beast doesn’t fight for you, unless you have magic or end of the creature's turn they may repeat the saving throw to
another ability that can control a beast. The creature returns remove the madness. On a success, nothing happens.
to its natural habit when you dismount it. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
Aspect of Nature Spells expended uses when you finish a long rest.
Aspect Spells
Aspect of Madness Spells
entangle, speak with animals
Aspect Spells
bane, Tasha's hideous laughter

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Aspect of Tempest Aspect of War
Gods whose portfolios include the Tempest domain— War is the roar of courage, the red mist hovering over a
including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, battlefield, and crucible of heroes. Gods of war include
and Thor—govern storms, sea, and sky. They include gods of champions of honor and chivalry (such as Torm, Heimdall,
lightning and thunder, gods of earthquakes, some fire gods, and Hercules) as well as gods of destruction and pillage (such
and certain gods of violence, physical Strength, and courage. as Bast, Thrym, Gruumsh, and Ares) and gods of conquest
Godbinders would wield the tempest hold the heat of a divine and domination (such as Bane, Athena, and Odin).
storm in their hands. When you gain control of this aspect, Other war gods (such as Tempus, Nike, and Nuada) take a
you gain the following: more neutral stance, promoting war in all its manifestations
and supporting warriors in any circumstance. Godbinders
Tempest Aspect Feature: Lightning Strike who seek the essence of war become infused with raw power
When you gain this aspect you can strike your foes down with of battle and become avatars of battle. When you gain control
a swift rod of lightning. As an action, you can create a burst of of this aspect, you gain:
lightning forming a line 20 feet long and 5 feet wide that
blasts out from you in a direction you choose. Each creature War Aspect Feature: War Trance
in the line must make a Dexterity saving throw. A creature You enter a battle trance and begin to chant in the tongue of
takes 2d6 lightning damage on a failed save, or half as much the gods. Your face contorts into one worn by battle, war, and
damage on a successful one. rage. The trance can be a frothing, bestial rage, a focus,
You can use this feature a number of times equal to your honed fury, or a quiet, simmering wrath.
Wisdom modifier (a minimum of once). You regain all While in this trance, your damage rolls have +2 and deal
expended uses when you finish a long rest. double damage to objects and structures. Your trance ends
once the current conflict ends, you retreat, or take a short or
Aspect of Tempest Spells long rest.
Aspect Spells You must take a short or long rest before you can enter this
thunderous smite, fog cloud battle trance again. At 6th level, you can enter this trance
twice before a rest. At 10th level, you can enter a third trance
before you rest, but after you finish you fall unconscious and
Aspect of Trickery cannot be roused until you complete a short or long rest.
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Aspect of War Spells
Traveler, Garl Glittergold, and Loki—are mischief-makers and
instigators who stand as a constant challenge to the accepted Aspect Spells
order among both gods and mortals. They’re patrons of compelled duel, command
thieves, scoundrels, gamblers, rebels, and liberators. Their
essence is often harder to be bound, only those of cunning
and wit can truly grasp these divine beings. When you gain
control of this aspect, you gain: Miracles
Trickery Aspect Feature: Dominion of At the 2nd level, you gain access to variety of Miracles. You
Deceit can choose one, and gradually acquire more as you gain
When you gain this aspect, you gains tools of trickery, levels. You can call upon a Miracle and it grants you a
subterfuge, and duplicity. temporary blessing.
As an action, you can enter a 5 by 5 foot extra-dimensional Miracle I: Gift from the Gods
space that only you can enter. Attacks and spells can’t cross A magic item from one of your deities appears in your hands;
into or out of the extra-dimensional space, but you can see or in your belongings if your hands are full. Roll a magic item
the material plane outside of it. You cannot store any items in from Magic Item Table A in the Dungeon Master's Guide; or
this space. You exit on the same space you entered the extra- alternatively, the GM choose an appropriate common magic
dimensional space, anything not on your person inside the item. Depending on the GM's discretion, the magic item may
extra-dimensional space drops out when you exit. not work as you expect and may or may not lose its magical
You also learn the prestidigitation and thaumaturgy cantrips, properties after an indeterminate amount of time.
which doesn’t count against the number of Cleric cantrips Miracle II: Celestial Imprisonment
you know, and the prestidigitation cantrip is nonetheless a
Cleric cantrip for you. Prerequisites. Conduit of Chains
Aspect of Trickery Spells You command ethereal chains of divine power to wrap
around a creature you can see within feet. The creature must
Aspect Spells
roll a Strength save throwing against your spell save DC or
dissonant whispers, disguise self become restrained. The restrained creature may repeat the
saving throw at the end of their turn. These chains last until
you take a short rest.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Miracle III: Wield Divinity Miracle VII: Summon Tree of Life
Prerequisites. Conduit of Power Prerequisites. Life Aspect
You run your hands over your weapon lighting it ablaze. You summon a large sized tree of life within 30 feet from the
Choose whether your weapon crackles with divine lightning, earth, and it restores 2d8 hit points any creatures within 10
holy fire, or a radiant light and your weapon replaces it feet of the tree. The healing effect ceases at the end of your
damage type with lightning, fire, or radiant damage. You gain turn. The healing is increased by 1d8 for each Godbinder
+1 to damage rolls. This effect last until you take a short rest. level you have.
Miracle IV: Shield of Light Miracle VIII: Earthshake
Prerequisites. Conduit of Protection Prerequisites. Nature Aspect
You stomp on the ground and raise a wall of divine light You command the earth to cause a tremor in the ground in a
within 30 feet of you which faces a direction of your choice, 20-foot radius centered on you. Each creature other than you
this counts as three-quarters cover. This wall stays until it is in that area must make a Dexterity saving throw with a DC of
destroyed by damage or until you take a short rest. 10. On a failed save, a creature takes 2d6 bludgeoning
damage and is knocked prone. On a successful save, they are
Miracle V: Restore the Dying still knocked prone. If the ground in that area is loose earth
Prerequisites. Death Aspect or stone, it becomes difficult terrain until cleared.
The DC increases to 12, 14, and 16 at 6th, 9th, and 14th
The next time you cast the spare the dying cantrip it has a level respectively.
more potent effect. You touch a creature that has 0 hit points.
They become stable. The target's severed body members Miracle IX: Peaceful Presence
(fingers, legs, tails, and so on), if any, are restored after 2 Prerequisites. Peace Aspect
minutes. If you have the severed part and hold it to the stump,
the spell instantaneously causes the limb to knit to the stump You briefly gain one use of the calm emotions spell. It now
and you end all effects on them described in the lesser has the added bonus of effecting non-humanoid creatures.
restoration spell. Casting this spell does not expend a spell slot.
Miracle VI: Demand Destiny Miracle X: Lightning Prowess
Prerequisites. Fate Aspect Prerequisites. 3rd level and Tempest Aspect
When you demand an answer from your Mercurial Temporarily increase the damage of your next Lightning
Forewarnings feature, you can choose to declare "Speak my Strike by 1d6 for each Godbinder level you have.
destiny..." to your Aspect of Fate.
Whether this warning is related to an event about to Miracle XI: Tale of the Copycat
happen (an ambush, a surprise siege, etc.), a return of an old Prerequisites. Trickery Aspect
rival, or information concerning your personal motivation -
you can roll with +1d6 when you roll checks or saves that you When you cast Disguise Self, you can choose up to four
think directly interact with details of that warning. Discuss creatures you can see to also assume the disguise you've
with your GM what that may entail. You also gain some taken. They cannot dismiss the disguise until you do.
celestial glow such as a halo, strange eyes, or glowing skin Miracle XII: Spear of War
that gives +1d6 to ability checks involving Charisma.
These bonuses are not additive. These effects last until Prerequisites. War Aspect
your next Mercurial Forewarning. A spear of divine energy appears and hovers by your side.
Whenever you land a successful attack, as a bonus action you
can attack again with the spear dealing 1d8 radiant damage
on a successful attack. It disappears after a successful attack.
At 6th, 10th, and 14th levels this creates an extra 1, 2, 3
spears respectively.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Miracle XIII: Healing Aura
Prerequisites. 5th level and Life Aspect Afterword
Hey, I'm Chilroy! I'm the designer that created this class for 5
Up to five creatures that you can see to regain 1d12 hit Edition! I originally posted this on the dandwiki website,
points, and you end all effects on them described in the which is a wonderful resource for homebrew for every edition
greater restoration spell. of D&D. You may notice some differences between that post
Miracle XIV: Godly Vessel and this document. There have been several balance changes
Prerequisites. 5th level and many wording changes. These updates will continue to
happen for both documents, but I will probably finish this one
Your body becomes temporarily subsumed by one of your first before the wiki document.
aspects. You have advantage on your next roll and can re-roll I can't sincerely thank Kieron Gillen and Stephanie Hans
it with advantage. If the roll fails, you suffer no ill enough for creating this amazing universe and wonderful
consequences. This miracle can be used as a bonus action or ideas. If you're reading this (not Kieron or Stephanie!), you
as reaction to effect that causes you to make a saving throw. should really play the DIE RPG since the actual class is
Afterwards, you have level 2 exhaustion due to the infinitely more fun than could be replicated in D&D.
aftereffects of being a minor divine avatar.
Miracle XV: Awesome Roar Artist Credit
Prerequisites. 9th level and War, Nature or Trickery Aspect Stephanie Hans
Shout a rallying cry imbued with power of one of your Die comic pages, and Godbinder concept art.
aspects. Each enemy within 30 feet must roll a Wisdom
saving throw with a DC equal to your spell save DC. On a Peter Mohrbacher
failure, the GM flips a coin and that enemy becomes either Rahab, Keeper of the Faith
frightened or charmed. Each ally who hears the cry has +2 on
their next roll. Credits
This subclass was created by Chilroy, otherwise known as
Miracle XVI: Fate Unwavered Jesse. I can be found as /u/Jagganoth on /r/UnearthedArcana,
Prerequisites. 14th level and Fate, Life, or Death Aspect or on twitter @True_Byrdman. If this contents of this
document or any other of mine inspired you, please give
You briefly gain one use of the resurrection spell. If you die credit duly.
with this spell having not been used, it is automatically cast
upon yourself. You need to finish a long rest before you can
use this miracle again. Casting this spell does not expend a
spell slot.
Miracle XVII: Power of the Depths
Prerequisites. 6th level and Depths, Nature or Tempest
You can breathe underwater, and you gain a swimming speed
equal to your walking speed.
You can also cast Wall of Water once without expending a
spell slot. You regain the ability to do so when you finish a
long rest.
Miracle XVII: Divine Tongue
When you speak all creatures with Intelligence scores of at
least 1 understand you. If you wish, you can ensure only
creatures of your choosing can comprehend you when you
speak. If you do so, you sound incomprehensible and ancient
to other creatures.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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