Godling (5A)

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This is a Bogeyman subclass.

—Your church no longer serves our god. I know because he told me! Repent your sins!

You are not quite a god, but you are getting there. Godlings are elevated over common folks by their very nature. Many have a divine parentage, but they may also be avatars or agents of a greater power, or a nascent lord among fey or fiends.

Source: Original


Starting at 1st level, your type changes depending on your alignment. If you are good your type changes to Celestial. If you are evil it changes to Fiend. If you are neither good nor evil your type changes to Fey. You cannot change this selection, even if you change alignment.

You retain the appearance of your race, but you are unusually imposing, a perfect specimen. Your skin might be of an unusual color, or just more saturated and vibrant. You don't need to eat, breathe, or sleep. You still need 8 hours to take a long rest, but you are not incapacitated while resting. Typically godlings socialize or engage in daydreams or art while resting.

You gain advantage on Charisma (Persuasion) checks against humanoids and are immune to disease and the frightened and poisoned conditions and aging effects. You do not age, but your time in this world is limited, if you survive your destiny, typically at the end of a campaign, you will go away to a higher calling.

Choose a type of damage for your Dark Strike: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

You are proficient in light armor, medium armor, simple weapons, and martial weapons and learn the Thaumaturgy cantrip.

Immortal Aura

You glow. You can vary this illumination from next to nothing to the strength of a torch as a bonus action. This light ignores any darkness effect, illuminating the darkened area normally while leaving the rest of the darkness intact. You can suppress this aura to the point it can only be seen within a few feet in darkness, but you are exited or in combat the glow increases, revealing your nature. The color and pattern of the glow varies with alignment. A lawful godling emits a stable light, a chaotic godling shifts and flickers. A good godling shines white, an evil godling smolders like coals or burns like red-hot iron. Neutral godlings fall somewhere in between; their light is saturated and shifts or pulses slowly, representing their interests and abilities. Your aura also shows what type of damage your Dark Strike does, if your Dark Strike inflicts fire damage your aura moves like flame or heat haze, if acid it bubbles and pops, and the like. All of this makes your alignment and powers obvious once you get into action. Enemies are likely to prioritize you, bystanders who see your glow or otherwise witness your supernatural nature tend to stand back in awe, fleeing or standing petrified if you engage them.

Immortal Awe

Beginning at 3rd level, you can use the Monster Scare ability as a bonus action. When you use Monster Scare, you can choose to give targets the charmed condition instead of or in addition to the frightened condition. You can choose to frighten some targets and charm others in the area.

Immortal Aspect

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magic weapons. You also gain immunity to the damage type chosen for your Dark Strike. You can now choose to either inflict bludgeoning damage or the damage type you choose at level 1 with your Dark Strike.

Immortal Wisdom

At 7th level you can cast Aura of Purity and Divination requiring no components. Charisma is your spellcasting ability for these spells. You can cast these spells a total number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest. Repeated castings of Divination does not have a chance to fail when using this ability.

Immortal Might

Starting at 11th level, when you hit a creature with Dark Strike, you can grapple or shove the target in addition to inflicting damage. The target is allowed a Strength saving throw to resist this effect. A target that succeeds at this saving throw automatically succeeds at all saving throws against your Immortal Might until the beginning of your next turn. Grapple imposes the grappled condition, and you can grapple as if you were the same size as your opponent, even if they are larger than you. Shove allows you to move the target 30 feet away from you, knock them prone, or both. You can shove any target, regardless of size.

Immortal Wrath

Beginning at 15th level, you can manifest your wrath at a distance. You can use Dark Strike as a ranged spell attack with a range of 300 feet. You cannot use Immortal Might to grapple when using this attack.


When you reach 20th level, you achieve apotheosis. This is the last step on your path as a godling, the first step of your path to becoming a true power. You can now empower others with power, allowing you to sponsor clerics, druids, paladins, rangers, sorcerers, and/or warlocks, as appropriate to your nature. This is a story effect and does not give you any powers, but allows you to make new characters that are agents of your former godling in future games in the same setting.

When you begin your turn Incapacitated, even when dead, you can remove all spells, effects and conditions affecting you and gain the benefits of a long rest. When you do this, all creatures within 100 feet who can see you are affected by your Monster Scare ability. You and allies in the area gain temporary hit points equal to twice your Charisma score. You can use this ability once, and regain the use when you finish a normal long rest, not the long rest given by this ability.