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Homebrew

Divinist

Students of the divine, divinists spend their time researching the gods' mythos and learn to work with divine magic while focusing their study on one of the major deities. They approach divine magic in much the same way as wizards do for arcane magic in that they must learn individual spells instead of them being granted wholesale by the deity.
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 + your Constitution modifier per divinist level after 1st level
armor proficiencies: None
weapon proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
tools: Calligrapher's Supplies
saving throws: Constitution, Intelligence
skills: Choose two from History, Insight, Investigation, Nature, Perception, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a priest's pack or (b) a scholar's pack

  • calligrapher's supplies

  • a holy symbol


spellcasting:

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the table below.

The Tome

As a student of one of the major deities, you learn to cast divine spells from a religious text called your tome, which you gain at 1st level. It contains knowledge for all spells from the cleric spell list, however those spells must be unlocked through research. A typical divinist's tome contains countless notes in the margins denoting their research into how to cast the spells contained within. At 1st level, your tome contains six 1st level cleric spells of your choice.

Unlocking New Spells

You can unlock new spells in your tome using scrolls of 1st level or higher spells to learn their secrets and take notes in the margins of your tome so that you can prepare them. Alternately, you can copy margin notes of other tomes to learn new spells. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents materials used in experimentation for learning the spell.

Learning Spells of 1st Level and Higher

Each time you gain a divinist level, you can add two cleric spells of your choice to your tome for free. Each of these spells must be of a level for which you have spell slots, as shown on the table below.

Preparing and Casting Spells

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast on of these 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. You prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells from your tome equal to your Intelligence modifier + your divinist level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent studying your tome and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn them through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
  • Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell in your tome. You don't need to have the spell prepared.

Spellcasting Focus

You can use a holy symbol of your studied deity as a spellcating focus for your cleric spells.
class features:

Divine Study

The divinist chooses one of the eight major deities on which to focus their studies.

Study Feature

When you reach 2nd level, your choice of deity to study gains you an added feature, and again at 6th, 10th, 14th, and 18th levels.

Ability Score Improvement or Feat

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 scorews of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may choose a feat.

Summon the Avatar

When you reach 20th level, you gain the ability to perform a ritual to summon your studied deity's avatar. This ritual takes 10 minutes to perform and consumes 500 gp worth of materials (incense, gemstones, etc.). Once the ritual is complete, you summon the avatar of the deity you have been studying. The avatar will stay with you for one hour and will perform one favor for you, at the DM's discretion. After completing this ritual, you must wait 7 days before performing it again.
subclass options:

Student of Akkara

This is a student of the deity of the arcane, knowledge of all kinds, divination and foresight, music, and the arts.
  • At first level, you gain proficiency in the Arcana and Performance skills.
  • At second level, you roll all initiative rolls with advantage. In addition, you gain the ability to cast the Identify spell without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to cast the Speak with Dead spell at will without expending a spell slot or components.
  • At tenth level, you gain expertise in the Arcana and Performance skills. In addition, you gain the ability to cast the Legend Lore spell without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a long rest.
  • At fourteenth level, you gain the ability to cast the Scrying spell without expending a spell slot or requiring a focus. The target automatically fails the saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At eighteenth level, you gain the ability to cast the Foresight spell without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a long rest.

Student of Cartha

This is a student of the deity of nature, flora and fauna, fertility, weather, and the elements.
  • At first level, you gain proficiency in the Nature and Survival skills.
  • At second level, you roll all Stealth and Survival skill checks in natural (non-urban) environments with advantage. In addition, you gain the ability to cast Pass Without Trace without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to cast the Call Lightning spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, you gain expertise in the Nature and Survival skills. In addition, you gain the ability to cast the Commune With Nature spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At fourteenth level, you gain the ability to cast Transport via Plants without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At eighteenth level, you gain the ability to cast the Control Weather spell at will without expending a spell slot.

Student of Noctulu'un

This is a student of the deity of darkness, night time, the moon, dreams and nightmares, and thievery.
  • At first level, you gain proficiency in the Slight of Hand and Stealth skills.
  • At second level, you gain Darkvision to a range of 60 ft. If you already have Darkvision, increase its range by an additional 60 ft. In addition, you gain the ability to cast the Sleep spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to conjure a globe of darkness as the Darkness spell, however this globe cannot be magically illuminated and no darkvision can penetrate it except your own. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, you gain expertise in the Slight of Hand and Stealth skills. In addition, you gain the ability to cast the Dream spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • At fourteenth level, you gain the ability to cast the Sequester spell without expending a spell slot or components, however the duration of the spell only lasts until you finish a long rest. Once you use this feature, you can't use it again until you finish a long rest.
  • At eighteenth level, you gain the ability to cast the Weird spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Student of Rondil

This is a student of the deity of creation, industry, invention, population growth, and commerce.
  • At first level, you gain proficiency in the History and Persuasion skills.
  • At second level, you may use an action to gain proficiency in an artisan's tool set until you complete a long rest. Once you use this feature, you can't use it again until you finish a long rest. In addition, you gain the ability to cast the Unseen Servant spell at will.
  • At sixth level, you gain the ability to cast the Tongues spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, you gain expertise in the History and Persuasion skills. In addition, you gain the ability to cast the Fabricate spell at will without expending a spell slot.
  • At fourteenth level, you gain the ability to cast the Mordenkainen's Magnificent Mansion spell without expending a spell slot. Once you use this feature you can't use it again until you finish a long rest.
  • At eighteenth level, you gain the ability to cast the Demiplane spell without expending a spell slot. Once you use this feature you can't use it again until you finish a short or long rest.

Student of Soletar

This is a student of the deity of light, day time, the sun, healing, justice, and order.
  • At first level, you gain proficiency in the Medicine and Insight skills.
  • At second level, you gain a Healing Touch ability that, as an action, can heal a touched target by a number of hit points equal to 5 x your divinist level. Once you use this feature, you can't use it again until you finish a long rest. In addition, you gain the ability to cast the Heroism spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to cast the Daylight spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, you gain expertise in the Medicine and Insight skills. In addition, you gain the ability to cast the Hold Monster spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At fourteenth level, you gain the ability to cast the Sunbeam spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At eighteenth level, you gain the ability to cast the Sunburst spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Student of Tokarast

This is a student of the deity of balance between natural life and death, safe births, and peaceful rest.
  • At first level, you gain proficiency in the Medicine and Perception skills.
  • At second level, you gain the ability to Damage Undead in a 30 ft. radius. Affected undead must make a Wisdom saving throw, taking 1d6 force damage per divinist level on a failed save, and half as much damage on a succesful save. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, you gain the ability to cast the Gentle Repose spell without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a long rest.
  • At sixth level, you gain the ability to cast the Aura of Vitality spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, you gain expertise in the Medicine and Perception skills. In addition, you gain the ability to cast the Dispel Good and Evil spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At fourteenth level, you gain the ability to cast the Regenerate spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • At eighteenth level, your Damage Undead ability increases from 1d6 to 1d8 per divinist level. Additionally, undead in the area of effect make their saves at disadvantage.

Student of Xorbur

This is a student of the deity of disasters, sickness and famine, murder, torture, and undeath.
  • At first level, you gain proficiency in the Intimidation and Nature skills.
  • At second level, you gain the ability to Control Undead. Choose a target undead you can see. It muse succeed on a Wisdom saving throw to resist. If it fails, you gain full control over it. You are able to control an undead whose current hit points are no greater than 1d6 per divinist level. If you are successful in taking control of an undead, you can't use this feature again until you finish a long rest. In addition, you gain the ability to cast the Inflict Wounds spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to cast the Animate Dead spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • At tenth level, you gain expertise in the Intimidation and Nature skills. In addition, you gain the ability to cast the Contagion spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • At fourteenth level, you gain the ability to cast the Finger of Death spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At eighteenth level, your Control Undead ability increases from 1d6 to 1d8 hit points per divinist level. Additionally, the targeted undead makes its save at disadvantage.

Student of Zarius

This is a student of the deity of war, strength of arms, discipline, and resilience.
  • At first level, you gain proficiency in the Athletics and Survival skills.
  • At second level, you gain the ability to impart Divine Inspiration to a target ally as a bonus action. The target may add 1d4 to a single attack roll or saving throw within the next 1 minute. You may only have one such Divine Inspiration active at a time. In addition, you gain the ability to cast the Heroism spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At sixth level, you gain the ability to cast the Crusader's Mantle spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At tenth level, your Divine Inspiration die increases from 1d4 to 1d6 and you gain expertise in the Athletics and Survival skills. In addition, you gain the ability to cast the Freedom of Movement spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
  • At fourteenth level, you gain the ability to cast the Divine Word spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • At eighteenth level, your Divine Inspiration die increases from 1d6 to 1d8. in addition, you gain the ability to cast the Holy Aura spell without expending a spell slot or components. Once you use this feature, you can't use it again until you finish a long rest.
LevelProficiency BonusFeatures
1st+2Divine Study, Spellcasting
2nd+2Study Feature
3rd+2
4th+2Ability Score Improvement or Feat
5th+3
6th+3Study Feature
7th+3
8th+3Ability Score Improvement or Feat
9th+4
10th+4Study Feature
11th+4
12th+4Ability Score Improvement or Feat
13th+5
14th+5Study Feature
15th+5
16th+5Ability Score Improvement or Feat
17th+6
18th+6Study Feature
19th+6Ability Score Improvement or Feat
20th+6Summon the Avatar
Spell Slots Per Spell Level
LevelCantrips Known1st2nd3rd4th5th6th7th8th9th
1st32--------
2nd33--------
3rd342-------
4th443-------
5th4432------
6th4433------
7th44331-----
8th44332-----
9th443331----
10th543332----
11th5433321---
12th5433321---
13th54333211--
14th54333211--
15th543332111-
16th543332111-
17th5433321111
18th5433331111
19th5433332111
20th5433332211

Created by

I Dorkus.

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