In the harsh worlds of the Cage, writhing with monsters, demons and celestials, children of Earth have been used, abused, disrespected and oppressed under the hand of a false destiny. Those who would stand up to the gods themselves resist their future and brand themselves as heretics. Godslayers are the names of these people. They are warriors optimized and focused for combat against the supernatural. Hell bent on revenge and fighting for their cosmic free will, Godslayer change their very DNA and tap into the forbidden arts to fight their enemies. These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of body altering mutagens and foul alchemy to create impressively effective combat techniques. Their deep knowledge of supernatural creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends or holy celestials. By mastering control over their own bodies and insight to the world around them, they gain insight into their foes. Some brew crude, poisonous alchemical potions from the harvested organs of felled monsters, poisoning their blood and bodies. Yet each of them remains with their humanity through sheer will power. A Godslayer's will is his greatest weapon, allowing them to channel their hatred and determination to persevere in the face of certain death and still emerge victorious. The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door and spitting on them in the streets. Nobles see them as occasionally convenient, but a generally reviled nuisance. Meanwhile, pious clerics and paladins actively hunt Godslayers, as they see them as foul heathens and blasphemers deserving of the most painful of torture. To be a Godslayer is to accept a life of solitude until they are found among their own kind. When you create a Godslayer, think from the point of their enemy. Who would have chosen to bring this person to the Cage? What were they meant to be? Then find out why your character turned their backs on the divine or the demonic. Were they firsst found by another Godslayer? Are they out for vengeance? Godslayers find solace only in those who share their opinions of the gods. Magic users often rely on Godslayers as protectors. Godslayers begin their journeys fresh out of a hellish training regiment to begin their hunt. Unless a traitor, a Godslayer will have allies among the ranks of New Earth. But a Godslayer should always be wary. Demons seek to consume their flesh for power. Celestials seek to enslave or punish them for their heresy. And the normal folk view them just as much monsters as those that they hunt. Only the Dark Gods and their followers won't immediately wish to see their head on a pike.
Divine Arts - At 1st Level, you may choose a God or Goddess of the Cage Pantheon and you will receive up to two cantrips modeled after that god by your DM. At higher levels, you will receive higher level spells centered around this theme and gain one spell slot for each. Ordeal of Resilience - During the Ordeal of Resilience, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting at level 1: •You gain Darkvision, if your race did not already possess Darkvision, up to 60 ft. If you already have darkvision, this does nothing •Plus 5 movement speed •Immune to disease •Cannot be surprised •Immune to the frightened condition •Your estimated lifespan increases by approximately 400 years •You gain increased effectiveness from health potions. When you drink a healing potion, you may re-roll natural 1's on your die rolls, but you must keep the second roll. This includes natural 2's at level 7. Bestial Studies - All Godslayers have a Mark of the Heretic as well as a Bestiary. If an unseen or unnoticed fiend, aberration or celestial is within 25 feet, the Mark will begin to sting. The Bestiary is where a Godslayer records the strengths and weaknesses of all enemies faced. When facing a beast or monster recorded in the bestiary, you may add your survival modifier to your roll against attacking such a creature. This feature may only be used once per long rest. After you are in combat with a creature and kill/subdue it, take 5 minutes to study it before adding it to your Bestiary. Fighting Style - At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Marksmanship You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Enhanced Senses Starting at level 2, The Trial of Serpent has improved your senses to near superhuman levels. Godslayers have increased hearing and smell. Godslayers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a bonus action to note the direction of the scent. A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. You gain the observant feat and become proficient or double in perception. Godslayer Alchemy Starting at level 2, you can now use your alchemist's kit to craft specialized Godslayer potions and concoctions. These potions are incredibly toxic for non-Godslayers. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Talnosc. You may only use this feature once per day. Talnosc potions, if consumed by a Godslayer, heal them for 2d6 + your constitution modifier hitpoints. At level 8 you can craft Enhanced Talnosc, which heals for 3d6 + your constitution modifier. At level 14 you can craft Superior Talnosc, it heals for 4d6 + your constitution modifier. If a potion is consumed by a non-Godslayer, it will damage them 2d6 + 2, Enhanced damages for 2d8 + 3, Superior damages for 2d10+4 per hour for 8 hours, unless they pass a DC 17 Constitution saving throw, or the effects of the potion are ended by magical means. If a Godslayer consumes more than 3 of any type of potion at a time, they too will begin to take the above poison damage from the toxicity. The toxicity will wear off at a rate of 1 potion per hour. The upper limit for drinking these potions increases to 4 at level 10, and 5 at level 16. All potions have the same toxicity and stack together for toxicity. All potions lose their potency 24 hours after making them At higher levels of 4th, 11th, 12th, 17th and 19th level, you will gain a new potion formula. Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Reflex Peak - Starting at level 6, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier. If the damage is reduced to 0 you can return the projectile with Ansa if you possess that sigil. Bomb Craft - Starting at level 7, you can craft Dragon Stars, Uranium Capsules or Flash Charge bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once per day. You can only carry 3 of each bomb at any given time. As a bonus action you can light and throw the bomb with a range of 30ft. Upon impact the Dragon Star bomb explodes in a 15ft radius and damages all creatures in that area dealing 3d10 piercing damage. If they succeed on a Dexterity saving throw, they take half damage. The Uranium Capsule upon impact explodes into a mist of Uranium and silver shards with a 15 ft radius dealing 1d10 piercing damage to creatures in the radius. If they succeed on a Dexterity saving throw, they take half damage. Beasts and Monsters continue to take 2d4 poison damage and are unable to cast spells for 1d4 turns or until they exit the radius of the mist. Magic in this sphere is cancelled for 1d4 turns, including illusions. Upon impact, the Flash Charge explodes in a flash of white in a 15ft radius attempting to stunning all creatures in that area for 3 rounds. A creature hit must make a Constitution saving throw against your Sign save DC. Upon a failed save the target is stunned for 3 rounds, the creature can remake the save at the end its turn. If a creature saves it is unaffected by the explosion. Supernatural Psychometry - When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or divine past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest. New Formulae - At 11th level, you can craft the Cross Reverie potion. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Full Moon. You may only use this feature once per day. Cross Reverie potions, if consumed by a Godslayer, grant them temporary hit points equal to your constitution modifier, plus your level. At level 14, you can craft Enhanced Cross Reverie, which grants them temporary hit points equal to your constitution modifier, plus your level, and multiply your total by 1.5. At level 19, you can craft Superior Cross Reverie, it grants them temporary hit points equal to your constitution modifier, plus your level, and multiply your total by 2. These effects do not stack. Starting at level 12 you can now use your alchemist's kit to craft specialized potions and concoctions. These potions are incredibly toxic for non-Godslayer. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Time Twist. You may only use this feature once per day. Time Twist potions, if consumed by a Godslayer, grants an extra action upon a kill once for the remainder of the fight. At level 16 you can craft Enhanced Time Twist, which grants one additional action for every kill for the remainder of the fight. At level 19 you can craft Superior Time Twist, which grants one additional action for every kill for the remainder of the fight, and you may immediately cast a sign upon a kill at no action cost. (Note: To clarify, the Time Twist potion does not grant a permanent additional action for the rest of the fight. If you have 2 actions on a particular turn, and kill an enemy, you may take an additional action on that turn only.) At 17th level, you can craft the Hex Breaker potion. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Hex Breaker. You may only use this feature once per day. Hex Breaker potions, if consumed by a Godslayer, will immediately grant enemies making spell saves disadvantage. Starting at 19th level, you can craft the Star Striker Potion. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Star Striker. You may only use this feature once per day. Star Striker potions, if consumed by a Godslayer, maximize one damage die on your next 3 sigil casts. At level 14, you can craft Enhanced Star Striker, which maximizes two damage die on your next 3 sigil casts. At level 19, you can craft Superior Star Striker, it maximizes two damage die on your next 5 sigil casts. Further Heightened Senses - At level 13, your senses have grown and you have become so sensitive to light, sound, and smell that even magical darkness doesn't hinder you. You gain Darkvision up to 120ft. All distances for smell have been doubled, and the DC for tracking something by smell is lowered by 2. This allows you to see invisible creatures and objects, automatically detect visual illusions and have advantage of saving throws against them. Additionally, you gain +2 to wisdom or dexterity. Arcane Coercion - Starting at level 15, whenever you attempt a Persuasion, Deception, or Intimidation check, you use the mind-altering powers of Netka to influence the conversation. Deicide - At 20th level, you may channel all of your power into one strike of a titanium weapon. When targeting an immortal, the strike will immediately revoke their immortality for an hour and deal damage equal to that creature’s hit points or 8d12 damage, whichever is lower. Double damage will be dealt to celestials and fiends. You may use this ability as an action once per long rest.
One two handed martial weapon or two one handed martial weapons, a rifle, Studded Leather Armor or Chainmail Armor, Alchemist's Kit and an explorer's pack.
Seven sigils of Mierc, Ogi, Migac, Eumar, Iani, Netka and Ansa as cantrips at first level.
Godslayer Corps At 3rd level, you commit to a school of Godslayer martial focus. Choose Wolf Corps, Bear Corps, Eagle Corps, Shark Corps, Viper Corps or Panther Corps, all detailed at the end of the class description. The corps you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. Wolf Corps Agile Strikes At 3rd level, when you join the Wolf Corps, you learn the dance-like swordsmanship of the Godslayers, allowing you to make 3 attacks with your weapon on your turn. You may use this feature once per short or long rest. Upon reaching 11th level, you gain an additional use of it. Pack Builder At 7th level, you have gained the ability and authority to recruit Godslayers. With each level after gaining this ability, you can add an additional Godslayer to your Pack. You may command up to two of them to move and attack as a bonus action. Natural Leader At 11th level, you become familiar with commanding a battlefield. As a bonus action, you may move and attack with your Godslayers simultaneously within 60 feet of you. You may use this ability an amount of times equal to your wisdom modifier and resets every short or long rest. Pack Hunters At 15th level, your knowledge of battle tactics has expanded. You may command you and your Godslayers to create a tortoise formation, ambush formation or volley formation. You may use this ability twice every rest. Tortoise formation gives all Godslayers involved +2 AC. Ambush formation can only be formed when disengaged and each Godslayer involved will be able to add 1d6 to their first attack and damage rolls. Volley formation adds +4 to hit to any ranged attacks. Plan of Attack At 18th level, each of your Godslayers gains the ability to disengage or dash after an attack has been made by your orders and movement for all of your soldiers becomes 50 feet. Bear Corps Sturdy Build Upon joining the corps at 3rd level, you are administered a mutagen that increases your durability and muscle mass. Your Constitution and Strength scores increase by 2 and you gain proficiency with two handed weapons and heavy armor. Brutal Beatdown At 7th level, you have mastered the martial arts of savagely beating your opponent into the ground. Your unarmed strikes deal 1d6 damage and increase by an additional d4 at 13th, 16th and 19th level. You can make two unarmed attacks and a shove in place of a weapon attack. The number of unarmed attacks you can make increases by 1 at 13th, 16th and 19th level. The times you may use this ability is equal to your strength modifier and reset every long rest. Bear’s Hide At 11th level, you gain the ability to made your skin tougher, giving you a temporary +3 AC. You may stand in front of any allied creature of large size or smaller and swap Armor classes until you move 5 feet away from that creature. The temporary boost increases by one at 14th, 16th and 19th level. You may use this ability once every short rest. Feral Rage At 15th level In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you are wearing heavy armor: You have advantage on Strength checks and Strength saving throws. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to your constitution modifier you must finish a long rest before you can rage again. Siege Weapon At 18th level, you gain the authority to call in a Siege Tank vehicle. The tank can be mounted or dismounted as a bonus action and has a movement of 200 feet. It is equipped with heavy armor and explosive weapons with enough gas to last 5 rounds. You may use it to ram, provide cover or fire ranged attacks. Eagle Corps Marksman Upon Joining the Eagle Corps at 3rd level, you gain proficiency for firearm attacks. You may fire two shots with any gun you own as an action. Eagle Wings At 7th level you are given a glider suit that can be woven into your armor. This prevents any damage from falling and allows you to glide off of high places. Eyes of a Hunter At 11th level, you gain advantage in any attack rolls made with a ranged weapon and have advantage in any survival rolls when tracking. Scout Trainer At 15th level, you are able to train birds of prey to scout out areas for you and the ability to look through their eyes. You can see and hear through the bird’s senses, but become blind and deaf in your own body. At 17th level, you may have up to three trained birds at once and send them out to scout simultaneously. Sharpshooter At 18th level, you’ve honed your aim to fire targeted shots from up to 500 feet away as long as you have line of sight to your target. Depending on where you hit, you can instantly kill a target or disable a limb. Shark Corps Amphibious Soldier Upon joining the Shark Corps at 3rd level, you gain the ability to hold your breath underwater for up to an hour as well as gain proficiency in combat underwater. Submarine Agent At 7th level, you gain advantage in stealth and perception checks when underwater. You have an advantage on attack rolls from underwater and have a movement of 50 feet while swimming. Flood At 11th level, you gain the ability to use Create Water and fill a confined room with water up to four feet. Non aquatic creatures gain disadvantage for attacks and reduce movement to 15 feet. You can grapple a creature an attempt to drown them. Aquatic Mutation At 15th level, you are administered a mutation that allows you to breathe underwater. You can handle any amount of water pressure and add an additional 2 to your strength and dexterity modifier while underwater. Naval Ambusher At 18th level, you gain the ability to break the hulls of boats from underwater and have an advantage in wisdom rolls while below the surface. You may replace any attack roll with your strength or dexterity score while underwater up to three times per long rest. Viper Corps Formulas You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. Beginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. Mutagen Craft At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest. Advanced Mutagen Craft Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. Once you reach 15th level, you can now create three mutagens during a short rest. Strange Metabolism Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can choose to ignore the side effect of a mutagen affecting you for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again. Robust Physiology At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition. Advanced Mutagen Craft Upon reaching 15th level, when you take a short rest to concoct a mutagen, you can now create three. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. Exalted Mutation At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired. Mutagens These mutagens are presented in alphabetical order. Some mutagens require a number of levels in blood hunter before you can gain the formula. You can learn a mutagen at the same time you meet its prerequisites. Panther's Agility Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum. Side effect: Your Wisdom score decreases by amount equal to your mutation score. Sphinx's Eye You have advantage on Intelligence ability checks. Side effect: You have disadvantage on Charisma ability checks. Bloodlust Prerequisite: 11th level You can make a single weapon attack as a bonus action on each of your turns. Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws. Impermeable You gain resistance to piercing damage. Side effect: You gain vulnerability to slashing damage. Mobility You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. Side effect: You gain a penalty to initiative equal to 2 times your mutation score. Cat's Eye You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. Side effect: You gain sunlight sensitivity Bear's Strength Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum. Side effect: You have disadvantage on all Dexterity saving throws. Eagle Eye Prerequisite: 11th level Your weapon attacks score a critical hit on a roll of 19-20. Side effect: All healing you receive is halved. Dash Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead. Side effect: You have disadvantage on Dexterity ability checks. Regeneration Prerequisite: 7th level While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points. Side effect: Your speed decreases by 10 ft. Thick Hide You gain resistance to slashing damage. Side effect: You gain vulnerability to bludgeoning damage. Steel Bones You gain resistance to bludgeoning damage. Side effect: You gain vulnerability to piercing damage. Vigilance You gain a bonus to initiative equal to 2 times your mutation score. Side effect: You have disadvantage on Wisdom (Perception) checks. Panther Corps Silent Footfalls Upon joining the corps at 3rd level, you have an advantage in stealth rolls and can disengage immediately after an attack, keeping your enemy unalerted. Surveil At 7th level, you gain the ability to eavesdrop and find information from up to 30 feet away. Assassinate At 11th level, you can instantly kill any mortal, humanoid who isn’t aware of your presence and of lower challenge rating than your party would be equal to if you get an attack roll of 18 or higher that surpassed the target’s AC. You may use this ability twice every short or long rest. Free Run At 15th level, In areas of rough terrain or Urban areas, your movement allows you to easily scale buildings, trees and large obstacles as well as increase your movement to 60 feet. Your position can also inducing a state of hiding. Royal Assassin At 18th level, you gain the ability to target specific points on the body to attack while using assassinate, allowing you to bypass your level cap and can immediately retreat and hide after performing the assassination if cover is within 30 feet.