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## Godhunter A human priest drops his mace and rushes to the side of his dying comrade. He offers a prayer to Bahamut, pleading for a spell, any spell, to heal his friend —but no answer came. Before the priest could even ask himself why, a wave of freezing air blasted into him. In a fit of panic he called out once more, and again there was no answer. In his last moments, all he could think was that his god had forsaken him. A drow crusader heard the sound of unknown footsteps echoing in the tunnels of the underdark, so she alerted her allies and prepared an ambush. As she laid in wait, she couldn't help but think of all the things she could do to her new slave. Once she saw the human man she rushed out to attack. Too bad for her, he'd already participated in this song and dance before. As she rushed him his contingent spell went into effect, creating a burst of flame around him. As her strike was about to connect she could feel the divinity in her blade sputter out, as if she had angered her goddess somehow. She didn't have much time to question this, as a lightning bolt struck her and continued to arc throughout the passage. Feared by the masses and often killed due to it, godhunters are students of the arcane who would hunt down the servants of gods, slaying any who would show deviance from the path that the godhunter defines as right. To fight their battles a godhunter uses corrupting magics once though lost to time, magics inspired by spells similar to Karsus' Avatar. Although using spells of that caliber are no longer possible, the spells inspired by it are still quite potent. ### Soul-Binding Magic While most enchantment spells simply affect either the mental or physical state of someone or something, the magic used to create a godhunter is entirely different. The spell binds itself to one's soul and cannot be reversed by any method known to man. A caster with this magic bound to their soul will find they can augment their spells to have a corrupting aspect to them. Though, the usage of this augmentation is limited by one's own vitality. ### A Bloody Path The life of a godhunter is one of pain and bloodshed. They will find no allies of any church, nor will the common man help them if their powers are discovered. Once their abilities are found out a godhunter is usually sentenced to either exile or death (most often the latter). It is for these reasons that most godhunters do their work away from prying eyes when at all possible. Still, complications often arise wherever a godhunter is concerned, and because of this godhunters seek to pass on their magic to keep it alive. ### Creating a Godhunter As you create a godhunter there are numerous aspects of your character you should consider. For example, what caused your character to even consider to become a godhunter? Were they consumed by a burning desire for something? So much so that they would choose to give up all chances at a normal life? Did they know what they were getting into? Were they even given a choice in the matter? \columnbreak
Why would you fight against the gods and their servants? Do you believe them to be corrupt? Did they harm your loved ones? Is it the only purpose you have in life? Is it for the thrill of battle? Have you ever even asked that? Perhaps you were harmed by a member of the church and it left you scarred forever. Perhaps you yourself don't even know the answer as to why you fight. Consider how you feel about your magic. Do you relish in the potential you have? Do you feel that this magic is simply a burden? Perhaps you hate it and view it as a curse. Maybe you are indifferent to it. It's also possible you simply see it as a means to an end. Next consider who the person who granted you their secrets is, as well as why they did it. Did they take you on as a student? Were they simply a, friend or mentor? Were they family? Did they grant you their powers out of desperation? Maybe out of a sense of duty? Perhaps you pestered them until they did. What is your relationship to them now? Are they alive? Dead? Do you even know? ### Quick Build You can make a godhunter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. If you plan to take the Celestial Slayer archetype make Dexterity your next best score. Second, choose the sage background. Third choose the *fire bolt*, *light* and *mage hand* cantrips, along with the following 1st-level spells for your spell crest *blinding bolt*, *detect divinity*, *detect magic*, *mage armor*, *magic missile*, and *shield*. \pagebreakNum
##### Godhunter | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Counter Divinity | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Godhunter's Quarry | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | — | 3 | 4 |2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 |3 | — | — | — | — | — | — | — | | 5th | +3 | — | 4 | 4 | 4 | 2 | — | — | — | — | — | — | | 6th | +3 | Quarry Feature | 4 | 4 | 4 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Quarry Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1| — | — | — | | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Quarry Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Suppress Divinity | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Hastened Recovery | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a Godhunter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per godhunter level - **Hit Points at 1st Level:** 6 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution Modifier per godhunter level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple Weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a Mace or *(b)* a Quarterstaff - An arcane focus - *(a)* a Scholar's Pack or *(b)* an Explorer's Pack - Any Simple Weapon, Two Handaxes ### Spellcasting As a student of arcane magic, you have a spell crest containing spells that show the first glimmerings of your true power. See chapter 10 of the Players Handbook for the general rules of spellcasting, and page 5 of this document for the godhunter spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the godhunter spell list. You learn additional godhunter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the godhunter table. #### Spell crest At 1st level, you have a spell crest containing six 1st-level godhunter spells of your choice. Your spell crest is a physical mark representing spells within your body, and also the repository of the godhunter spells you know, except your cantrips, which are fixed in your mind. A spell crest appears as a unique mark of some sort on the godhunter's body, and while similar in function to a wizard's spellbook, it cannot be destroyed. The godhunter's crest will simply fade away and appear on a different part of the body. \pagebreakNum
#### Preparing and Casting Spells The Godhunter table shows how many spell slots you have to cast your godhunter spells of 1st level and higher. To cast one 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 godhunter spells that are available for you to cast, choosing from the godhunter spell list. When you do so, choose a number of godhunter spells equal to your Intelligence modifier + your godhunter level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level godhunter, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination chosen from your spell crest. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of godhunter spells requires time spent studying your spell crest and recalling 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 godhunter spell, since you learn your spells in a similar way as wizards do: through dedicated study and memorization. You use your Intelligence whenever a godhunter spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a godhunter 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
\columnbreak #### Ritual Casting You can cast a godhunter spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your godhunter spells. #### Learning Spells of 1st Level and Higher Each time you gain a godhunter level, you can add two godhunter spells of your choice to your spell crest for free. Each of these spells must be of a level for which you have spell slots, as shown on the Godhunter table. On your adventures, you might do research into other godhunter spells in an attempt to modify your spell crest, and add them to your repertoire of spells. To begin, one must find a spell scroll or spellbook containing the requisite spell you wish to add. Once found a godhunter can spend two hours per spell level to attempt to add the spell to their spell crest. At the end of this period you must make an Intelligence ability check, with the DC equal to 10 + the spell's level. On a successful ability check you add the spell to your spell crest. On a failed ability check the spell is not added to your spell crest, and you cannot attempt to add this spell again until a year passes or you gain an additional level in this class. ### Counter Divinity Also at 1st level the magic you cast can corrupt even the divine. Whenever you cast a spell using your spellcasting feature that affects a creature with a link to the divine, you can force that creature to make a constitution saving throw against your Spell Save DC. On a failed save that being loses any abilities that rely on divinity for up to a minute. A list of these abilities can be found in the Counter Divinity sidebar. At the end of each of their turns a creature affected by this ability may choose to repeat the saving throw, ending the effect on a success. This ability has no effect if the target has no divine abilities. You may use this feature a number of times equal to your Constitution modifier (minimum 1), regaining all uses after taking a short or long rest. \pagebreakNum
##### Counter Divinity The following list is all features that cannot be used by those affected by counter divinity sorted by class/creature type. If you are using a homebrew class or subclass that relies on the gods to fuel its abilities, consider having those abilities be affected as well. ___ ***Celestials*** - Innate Spellcasting - Change Shape - Healing Touch - Shimmering Shield - Divine Awareness - Searing Burst - Blinding Gaze - Teleport - Shielded Mind ___ ***Cleric*** - Spellcasting - All "Divine Domain" features - Channel Divinity - Destroy Undead - Divine Intervention ___ ***Paladin*** - Divine Sense - Lay on Hands - Spellcasting - Divine Smite - Divine Health - Aura of Protection - Aura of Courage - Improved Divine Smite - Cleansing Touch - All "Sacred Oath" features ___ ***Sorcererer (Divine Soul Only)*** - Spellcasting - Font of Magic - Metamagic - Sorcerous Restoration - All "Sorcerous Origin features" ___ ***Warlock (Celestial Only)*** - Spellcasting - Mystic Arcanum - Eldritch Master - All "Otherworldy Patron" features ___ ***Racial Abilities*** - Healing Hands - Light Bearer - Radiant Soul - Radiant Consumption - Necrotic Shroud
### Executioner's Quarry At 2nd level, you begin to develop skills meant for the execution of certain types of divine conduits. Choose one Executioner's Quarry from the following: Priest's Bane, Crusade Ender, or Celestial Slayer. This choice grants you features at 2nd, 6th, 10th, and 14th level. ### Suppress Divinity At 18th level, your counter divinity feature can be used to fully suppress divine magic. Any creature affected by your counter divinity feature that fails its save each round for one minute loses its divine powers for 24 hours. ### Hastened Recovery Finally, at 20th level, you have learned to quickly recover your ability to counter the divine. When you roll initiative and have no uses of your *counter divinity* feature left you regain one use. ## Godhunter's Quarry The specialty of every godhunter is at least slightly different, but they typically fall under one of three categories: Cleric's Bane, Crusade Ender, or Celestial Slayer. ### Cleric's Bane Godhunters who would hunt down and kill clerics adopt the title "Cleric's Bane," and are suited for toning down the effectiveness clerical healing spells. #### Stunted Regeneration Starting when you choose this archetype at 2nd level, you have learned to use your powers to reduce the effects of your enemy's healing magic. When a creature under the effects of your *counter divinity* feature would regain hit points through magical means they regain half as many hit points instead. #### Cleric's Demise Beginning at 6th level, the potency of your powers increases. Whenever you deal damage to a creature under the effects of your *counter divinity* feature, you extend the maximum duration of the feature by 1 round. #### Healer's Retribution At 10th level, you have learned to punish those who would heal your foes. When a creature within 30 feet of you casts a spell which causes either them or another creature to recover hit points, you may use your reaction to use your *counter divinity* feature on the spell's caster. #### Halted Regeneration At 14th level, your powers completely stop the regenerative powers of healing magic. Creatures under the effect of your *counter divinity* feature cannot regain any hit points through magical means. \pagebreakNum
### Crusade Ender Godhunters who would hunt down and kill paladins adopt the title "Crusade Ender," and are well suited for defending themselves against the devastating srikes of paladins. #### Arcane Resilience When you choose this archetype at 2nd level, your magic adapts itself to become more defensive in nature. Your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class. Additionally, you gain resistance to radiant damage. #### Unwavering Concentration Starting at 6th level, you've taken enough hits to know your how to power through the pain. You have advantage on Constitution saving throw to maintain concentration on any spell you cast. #### Heretical Defense At 10th level, your heretical training pays off when up close and personal with your foes. When an enemy within 5 feet of you hits you with an attack, you may use your reaction to use your *counter divinity* feature on them. #### Essense Absorbtion At 14th level, you have learned to absorb a portion of the divine power you take from others. Whenever you successfully use your *counter divinity* feature you gain temporary hit points equal to your godhunter level. ### Celestial Slayers Godhunters who would hunt down and kill Celestials adopt the title "Celestial Slayer," and are suited for physical confrontations as well as magical to better fight angels and the like. #### Weapon Training When you take this archetype at 2nd level, you have trained with weapons enough to become proficient in them, and use them to cast spells. You gain proficiency with martial weapons and can use them as an arcane focus. You can also cast spells, even those with somatic components, with a weapon in one or both hands. #### Slayer's Trance Also when you chose this archetype at 2nd level, you have trained yourself to fight by going into a trance where your physical combat prowess is dramatically improved. You can enter slayer's trance as a bonus action, and it lasts for 1 minute. When you are in your slayer's trance you gain the following benefits: - You gain a bonus to your AC equal to your Intelligence modifier (minimum 1). - You can use your intelligence modifier instead of strength or dexterity for attack and damage rolls. - You can use your counter divinity feature whenever you hit a creature with a weapon attack. ___ You can use this feature twice, regaining all uses upon taking a short or long rest. \columnbreak #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Quick Counter At 10th level, you have learned to swiftly counter any attempts at damaging you. Whenever a creature within 30 feet of you deals damage to you while you are using your *slayer's trance* feature, you may use your reaction to use your *counter divinity* feature on them.
#### Angel's Downfall At 14th level, your corrupting power also damages your foes. Whenever you successfully use your *counter divinity* feature you may deal force damage to that target equal to your godhunter level. \pagebreakNum
#### Godhunter Spells ##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Chill Touch - Control Flames - Create Bonfire - Dancing Lights - Fire Bolt - Frostbite - Green-Flame Blade - Gust - Light - Lightning Lure - Mage Hand - Message - Ray of Frost - Shocking Grasp - Sword Burst - Thunderclap - Toll The Dead - True Strike ##### 1st Level - Burning Hands - *Blinding Bolt* - Cause Fear - *Detect Divinity* - Detect Magic - Earth Tremor - Feather Fall - Find Familiar - Hellish Rebuke - Hunter's Mark - Identify - Jump - Longstrider - Mage Armor - Magic Missile - Protection from Evil and - Good - Ray of Sickness - Shield - Sleep - Tasha's Hideous Laughter - Thunderwave - Witch Bolt ##### 2nd Level - Blindness/Deafness - Blur - Cloud of Daggers - Crown of Madness - Darkness - Detect Thoughts - Dragon's Breath - Earthbind - Enlarge/Reduce - Flaming Sphere - Hold Person - Invisibility - Knock - *Locate Divinity* - Magic Weapon - Maximilian's Earthen Grasp - Melf's Acid Arrow - Mind Spike - Mirror Image - Misty Step - Phantasmal Force - Ray of Enfeeblement - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Silence ##### 3rd Level - Animate Dead - Bestow Curse - Counterspell - Dispel Magic - Fear - Fireball - Fly - Haste - Lightning Bolt - Magic Circle - Melf's Minute Meteors - Nondetection - Remove Curse - Slow - Stinking Cloud - Summon Lesser Demons - Thunder Step - Tidal Wave - Vampiric Touch - Wall of Water ##### 4th Level - Banishment - Blight - Confusion - Conjure Minor Elementals - Dimension Door - Elemental Bane - Evard's Black Tentacles - Fire Shield - Greater Invisibility - Ice Storm - Phantasmal Killer - Polymorph - Stoneskin - Storm Sphere - Summon Greater Demon - Vitriolic Sphere - Wall of Fire ##### 5th Level - Bigby's Hand - Cloudkill - Cone of Cold - Conjure Elemental - Dispel Evil and Good - Dominate Person - Enervation - Far Step - Geas - Hold Monster - Immolation - Negative Energy Flood - Planar Binding - Synaptic Static - Steel Wind Strike - Synaptic Static - Telekinesis - Teleportation Circle - Wall of Force ##### 6th Level - Chain Lightning - Circle of Death - Conjure Fey - Contingency - Create Homunculus - Create Undead - Disintegrate - Flesh to Stone - Investiture of Fire - Investiture of Ice - Investiture of Stone - Investiture of Wind - Otiluke's Freezing Sphere - Scatter - Soul Cage - True Seeing - Tenser's Transformation - Wall of Ice ##### 7th Level - Delayed Blast Fireball - Etherealness - Finger of Death - Forcecage - Mordenkainen's Sword - Plane Shift - Power Word Pain - Prismatic Spray - Prismatic Spray - Simulacrum - Teleport - Whirlwind ##### 8th Level - Abi-Dalzim's Horrid Wilting - Antimagic Field - Clone - Dominate Monster - Feeblemind - Illusory Dragon - Incendiary Cloud - Power Word Stun ##### 9th Level - Foresight - Gate - Imprisonment - Invulnerability - Meteor Swarm - *Oblivion* - Time Stop - *Pierce Anti-Magic* - Power Word Kill
\pagebreakNum #### Blinding Bolt *1st-level Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 Feet - **Components:** V, S - **Duration:** 1 round ___ A bolt of darkness streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 necrotic damage, and the next attack roll made by the target before the end of your next turn has disadvantage, thanks to the mystical darkness blinding the target until then. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Detect Divinity *1st-level Divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You become aware of creatures and objects that have divine magic, as well as creatures and objects affected by such magic for the duration of the spell. You can sense creatures that can be affected by your *counter divinty* feature within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. #### Locate Divinity *2nd-level Divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ Describe or name a specific kind of divine entity or servant. Concentrating on the holy thread linking them to your surroundings, you learn the direction and distance to the closest creature of that kind within 5 miles, if any are present. #### Pierce Anti-Magic *9th-level Abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (a diamond worth at least 5000 gp which is consumed upon casting) - **Duration:** Concentration, up to 1 minute ___ You create a barrier around yourself and your spells, granting protections from all from effects that would disrupt the weave. You, and any spells you cast during the duration are unaffected by the following spells: counterspell, anti-magic field, and dispel magic. Additionally your magic is unaffected by effects that would absorb or reflect it (such as a **Ring of Spell Turning**, or a **Staff of the Magi**) \columnbreak #### Oblivion *9th-level Evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (varies) - **Duration:** Instantaneous ___ You create a localized magical explosion by sacrificing different fragments of your being. Choose what you wish to sacrifice from the choices below, and the spell gets the effects listed with it. You cannot choose any option more than once in a single casting, and anything sacrificed cannot be regained except through the usage of the *Wish* spell. You additionally you can cast this spell once per year Upon casting every creature within of the spell's area of effect takes an amount of damage unreduceable force damage specified by what you sacrificed. This spell is unaffected by spells and effects which would interrupt or otherwise prevent its casting. ___ **Vitality.** You increase the spell's damage by 10d10 and radius by 60 feet, but your maximum hit points are reduced by 50 ___ **Identity.** You increase the spell's damage by 10d10 and radius by 60 feet, but your charisma score is reduced to 6 if it was any higher. ___ **Sight.** You increase the spell's radius by 120 feet, but you are permanently blinded. ___ **Hearing.** You increase this spell's damage by 20d10, but you are permanently deafened. ___ **Voice.** You increase the spell's damage by 10d10 and radius by 60 feet, but become physically incapable of speech. ___ **Memory.** You double this spell's radius, but lose 6 random spells within your spell crest. ___ **Potential.** This spell deals maximum damage, but you can never add another spell to your spell crest, or use a spell scroll that contains a spell you don't know. ___ **Physical Prowess.** All creatures within this spell's area of effect must make a Constitution saving throw against your spell save DC or be instantly slain. Your Strength and Dexterity scores are reduced to 6 if they are any higher. ___ **Willpower.** You can designate any number of creatures to be protected from the effects of this spell, but your wisdom score is reduced to 6 if it was any higher. ___ **Life.** You gain the effects of every sacrificed aspect and the spell leaves behind an anti-divinity field preventing all creatures of divinity from using their powers while inside, but you are instantly slain once the spell is cast. \pagebreakNum
8
## New Magic Items ### Dagger of Dispelling Divinity *Weapon (dagger), rare (requires attunement by a godhunter)* ___ While attuned, this dagger seems to pulse with arcane energy, but only to the wielder. When you hit a creature affected by your *counter divinity* feature with this dagger, you may use expend a charge to cast *Dispel Magic* on the target as a part of the attack. If you are also attuned to both a *Fallen One's Punishment Ring* and *Staff of the Godslayer* you this weapon deals an additional 2d4 force damage on a hit. ### Fallen One's Punishment Ring *Ring, very rare (requires attunement by a godhunter)* ___ This ivory ring has three small onyx gems inlaid into it, which seem to absorb light. This ring has three charges, and regains 1d3 expended charges daily at dawn. When you would take radiant damage you may use your reaction to expend one charge from this ring and reduce the amount of radiant damage you take to 0. Additionally, you may use your *counter divinity* feature on the attacker without expending a use. If you are also attuned to both a *Dagger of Dispelling Divinity*, and *Staff of Forgotten Arcana*, when you use your *counter divinity* feature you gain the effects of the blur spell against the target for the feature's duration. ### Staff of Forgotten Arcana *Staff, legendary (requires attunement by a godhunter)* ___ This black and gold staff trembles with arcane might, and can act as an arcane focus. While you hold this staff you gain a +2 bonus to spell attack rolls as well as your spell save DC. This staff has 10 charges and regains all expended charges daily at dawn. ***Spells.*** You max expend charges from this staff to cast certain spells: Detect Divinity (1 Charge), Detect Magic (1 Charge), Shield (1 Charge), Mage Armor (1 Charge), Enlarge/Reduce (2 Charges), Knock (2 Charges), Locate Divinity (2 Charges), Counterspell (3 Charges), Dispel Magic (3 Charges) ***Forgotten Secrets.*** While attuned to this staff your attempts at adding spells to your spell crest are always successful. Additionally your Intelligence score increases by 4, to a maximum of 24. ***Destroy Divinity.*** Any creature affected by your *counter divinity* feature takes 3d6 points of force damage at the start of each of their turns. This effect does not extend beyond one minute. If you are also attuned to both a *Dagger of Dispelling Divinity* and a *Fallen One's Punishment Ring* all creatures have disadvantage on their saving throws against your counter divinity feature, and can never gain advantage on said saves. \columnbreak ## Optional Rules ### Starting Wealth Instead of taking the starting equipment listed towards the beginning of this document, you may take 4d4 x 10 gp. ### Empowered Connection For the most part, the *counter divnity* feature is designed to work on every creature empowered by the divine. Still to some it wouldn't make sense that a level 1 godhunter could take away a level 20 cleric's connection to their god. If there is a large discrepancy between player's character levels and enemy's level or challenge rating consider using this rule. Before having a creature roll their constitution saving throw against *counter divinity*, calculate the difference in level/CR between parties. Then, roll a regular d20. If the result is equal to or greater than the difference in level/CR then make the saving throw. If the result is lower then the *counter divinity* has no effect. ### Spellbook If you or your DM doesn't like the way that spell crests work, consider using a spellbook (the rules of which are found on page 114 of the Player's Handbook) instead. ### Multiclassing As stated on page 1, normally there's no turning back from being a godhunter, so most will embrace it until their inevitable death. Still, from a player's perspective this might not be fun, so here is the list of prerequisites for, and proficiencies gained from multiclassing. ##### Prerequisites: - Constitution & Intelligence 13 - No levels in Cleric, Paladin, Sorcerer (Divine Soul Only), or Warlock (Celestial Only) - No celestial ancestry (Aasimar) ##### Proficiencies - Simple Weapons
##### Art Credit In order of Appearance: - Anguished Unmaking - Viktor Titov - Doom Blade - Raymond Swanland - Jace, Unraveler of Secrets - Tyler Jacobson ##### Special Thanks Thank you to @RebelInTreble on twitter and instagram for making this process quite a bit easier on me. Whether through telling me when I needed to chill and take a breather, helping me brainstorm, or by simply being there to play D&D with me.