Godmaegen

Some very powerful entity have the ability to shun portions of their being that they consider undesirable. This process is forbidden by the fundamental law of the multiverse because all beings are built upon a balance. When one of these entities does discover the route to extricate a portion of themselves, the multiverse must be be adjusted to rebalance the equation. Ein Sof, the Eternal, completes this by several mechanisms, one of which being to reincarnate the shed aspect as a mortal known as a Godmaegen. The new being is instilled with its own soul and can take the shape of any mortal creature. However, a portion of the immortal's power remains within and slowly grows as the Godmaegen becomes more powerful.

## Class Features

HIT POINTS

Hit Dice: 1d1O per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d1O (or 6) + your Constitution
modifier per level after 1st

PROFICIENCIES

Armor: All armor,
shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal Handling,
Athletics, Insight, Intimidation, Perception, Religion and Survival

EQUIPMENT

You start with the following equipment, in addition to the
equipment granted by your background:

*(a)* chain mail or *(b)* leather, longbow, and 20 arrows

*(a) a* martial weapon *and a* shield or *(b)* two
martial

weapons

*(a)* a Light crossbow and 20 bolts or *(b)* two handaxes

*(a)* a dungeoneer's pack or *(b)* an explorer's pack

**SOUL FONT**

As a godmaegen, you have the innate ability to draw on the
energy locked away in the immortal soul. This reserve is used to power several
of your abilities. When full, the well contains soul points equal your class
level. These are refilled at the end of a long rest.

**FIGHTING STYLE**

You adopt a particular style of fighting as your specialty, Choose
one of the following options. Vou can't take a Fighting Style option more than
once, even if you later get to choose again.

ARCHERY

You gain a +2 bonus to attack rolls you make with ranged
weapons.

DEFENSE

While you are wearing armor, you gain a +1 bonus to AC.

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.

PROTECTION

When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to impose disadvantage
on the attack roll. You must be wielding a shield.

TWO-WEAPON FIGHTING

When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

**HEALING TOUCH**

You are able to channel your soul’s energy into another. You
may use an action to touch a creature, including yourself. For each soul point
expended, the target heals 1d8 points of damage.

**DIVINE SMITE**

At second level, you gain the ability to channel your soul
energy offensively. When making an attack you may opt to deal an additional 1d8
points of damages for each soul point expended.

**PATH OF THE DIVINE**

On the ascent to divinity, you begin to take on aspects of a
particular type of supernatural entity. At third level, select from the
followings aspects that correlate to your alignment. You gain a special ability
related to this aspect at third, seventh, tenth, fifteenth, twentieth,
twenty-third, twenty-seventh and thirtieth level.

Angel: Any Good

**ABILITY SCORE IMPROVEMENT**

When you reach 4th level, and again at 8th,
12th, 16th, 19th, 21st, 25th
and 29th level level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature until
exceeding 20th level.

**EXTRA**
ATTACK

Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 26th level in this class.

**IMPROVED CRITICAL**

Beginning at 6th level, your weapon attacks score
a critical hit on a roll of 19 or 20.

**DETERMINATION**

As you grow in power so does your resolve. At 6th
level, you become immune to the charmed, exhausted and frightened conditions

**DIVINE RESISTANCE**

At ninth level, your body gains a measure of immortality.
You become immune to poison and disease. You also gain resistance to necrotic and
poison damage.

**IMPROVED DIVINE SMITE**

By 11th level, you are so suffused with righteous might that
all your melee weapon strikes carry divine power with them. Whenever you hit a
creature with a melee weapon, the creature takes an extra ld8 radiant damage. If
you also use your Divine Smite with an attack, you add this damage to the extra
damage of your Divine Smite.

**ENHANCED FIGHTING STYLE**

Your prowess in combat is reflected in your fighting style.
At 13th level, you may either advance a known fighting style to the
enhanced levels described below or adopt an additional style from the list
above.

ARCHERY

You gain the benefits of the sharpshooter feat.

DEFENSE

While you are wearing armor, the maximum dexterity bonus is
increased by 1. You also may reduce damage taken from nonmagical bludgeoning,
slashing, and piercing weapons by 3

DUELING

You gain the effects of the defensive duelist feat.

GREAT WEAPON FIGHTING

You gain the benefit of the Great Weapon Master Feat

PROTECTION

You gain the benefit of the Shield Master feat.

TWO-WEAPON FIGHTING

You gain the benefit of the Dual Wielder Feat.

**SUPERIOR CRITICAL**

Beginning at 14th level, your weapon attacks
score a critical hit on a roll of 18, 19 or 20.

**CLEANSING TOUCH**

Beginning at 14th level, you may expend 2 soul
points to mimic the effects of lesser restoration on the touched creature.

**DIVINE IMMUNITY**

At 17th level, you body becomes even more
resilient to mortal attacks. Your poison and necrotic damage resistance
advances to immunity. You also gain resistance to Radiant damage and
bludgeoning, piercing and slashing damage from nonmagical attacks.

**PURIFYING TOUCH**

Starting at 18th level, your touch can cure the
most debilitating effects. By expending 5 soul points, you may mimic the
effects of greater restoration on the touched creature.

**DIVINE AURA**

Starting at 21st level, you literally exude
divine energy. At the cost of 5 soul points per round, you may infuse the aura
with you supernatural might. Hostile creatures who enter within 10 feet or
start their turns in this radius take 1d8 damage or half on a successful wisdom
save. Allied creatures regain 1d8 hit points at the start of their turn while
in the aura’s area. You may expend more energy each round to increase this
damage/healing by 1d8 for each additional 5 soul points. Activation requires an
action, maintenance requires concentration.

**PERFECTED FIGHTING STYLE**

You combat prowess has reached divine proportions. At 22nd
level, you may do one of the following: Progress an enhanced style to the
perfected stage listed below, advance a fighting style to its enhanced stage,
or acquire an entirely new fighting style.

ARCHERY

You gain the ability to use Crippling Shot. You may take a -10
penalty to your attack roll with a ranged attack to attempt to deliver a
particularly devastating shot by targeting a vulnerable area. If the attack
hits, the target must succeed on a dexterity saving throw or have its speed
halved, take disadvantage on attack rolls and dexterity saves, and attacks
against it have advantage. This lasts until the creature or an ally spends a
full round to remove the arrow and the creature receives healing of some kind.

DEFENSE

You may treat armor as being one step lighter than it is. If
wearing light armor, you are treated as being unarmored.

DUELING

When you score a critical hit with a finesse weapon, you may
add one additional die to the damage dealt.

GREAT
WEAPON FIGHTING

You become so skilled in large weapon that you are able to
wield those considered enormous to your kin. You gain the ability to wield
great weapons of creatures one size larger than you. These weapons have damage
die one step larger than their normal counterparts and you may add 1.5 times
your strength bonus, rounded down, to damage rolls.

PROTECTION

If an enemy attacks an ally within 5 feet of you and you are
wearing a shield, you may use your reaction to make an attack against the enemy
with advantage. If the attack hits, the enemy’s attack is cancelled.

TWO-WEAPON
FIGHTING

When using your bonus action to attack with your off-hand
weapon, you may instead make two attacks.

**MAGIC RESISTANCE**

Starting at 24th level, you have advantage on saving
throws against spells and other magical effects.

**SUPERIOR DIVINE AURA**

Starting at 25th level, the range of your divine
aura increases to 30 feet

**IMMORTAL FURY**

At 28th level, your wrath is the stuff of
legends. At the cost of 5 soul points per round, you gain advantage on all
attack rolls. In addition, for each consecutive round the points are expended
your attacks gain a cumulative +2 bonus to damage rolls.

**PERFECTED CRITICAL**

Beginning at 29th level, your weapon attacks
score a critical hit on a roll of 17- 20.

**DEATH**
SAVE ADVANTAGE

Your battle-hardened physicality has made you very difficult
to kill. Starting at 30th level any death saving throws you make are made with
advantage.

**DIVINE PATH OPTIONS**

Channel
Divinity

Starting at 3rd level, your divine presence
begins to take shape. You gain the ability to assume aspects of a supernatural
entity using your soul points. Upon achieving third level, select an entity
from the list below that is appropriate for your alignment. At the cost of one
point per round, you may assume this form and gain the relevant abilities for
each given level.

Ascension:

Upon attaining 20th level, you ascend your mortal
form. Your divine form is constitutively active at no point cost. You may
assume your mortal form at any time. Details appropriate to each lineage is
given under the respective headings.

Soul
Charge:

Additionally, at 20th level, a character of any
lineage gains the ability to recharge their soul points. Between each long rest
you may spend an entire round to regain one soul point. You are considered
paralyzed while charging and if you take damage you must make a concentration
check as though you were concentrating on a spell to avoid ending the charging
period. This can also be accomplished during a short rest or outside of combat.
If performed in a hostile area, the energy flow is likely to draw attention by
your enemies.

**Angel**

(Any Good)

The winged harbingers of the holy. The lowest are mere
messengers while the most powerful unleash divinely ordained desolation
wherever appropriate. While many angels serve the deities of goodness, the
eldest and most ancient have might to rival the gods. You tap into this might,
whether from your heritage or by sheer determination, to share in their
unrivaled power and to one day surpass it.

Messenger:

At 3rd level, you gain the basest of angelic
powers. When you assume your divine form, you sprout glorious feathered wings
from your back and your skin takes on a heavenly glow. You gain a fly speed
equal to your land speed. This is reduced to 20ft while wearing heavy armor. This
speed increases to 50ft at 7th level, 100ft at 15th
level, and 150ft at 23rd level. While wearing heavy armor this speed
is treated as one step before. You also gain darkvision if you did not have it
already.

Mercy:

At 7th level, you can channel your energy to
spare the dying. At the cost of 3 soul points, you can use revivify as the
spell. At your option the character may stay unconscious for 24 hours. You may
also use this ability to put an enemy out of their misery. For the same cost,
you may force a dying creature to immediately make a death save. No creature
may be the target of either ability more than once per day.

Prophecy:

At 10th level, your connection to the celestial
realm grants you momentary glimpses of the immediate future. At the cost of 5
soul points, you may reroll a failed save.

Enlighten:

At 15th level, you awaken to superior state of
awareness. While transformed, you can detect lies when you here them. You are
also treated as under the effect of the tongues spell.

Wrath:

At 20th level, you gain the ability to channel
your righteous fury. For the cost of 5 soul points, you may create a searing
burst of divine energy. Each creature of its choice in a 10-foot radius must
make a Dexterity saving throw (DC 10+your proficiency bonus+ your CHA modifier),
taking 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as
much damage on a successful one.

Ascension:

Additionally at 20th level, you ascend to
celestial status. Your type changes to match this. This makes you immune mortal
concerns such as aging, starvation, thirst, and breathing. You also permanently
gain your channel divine form free of soul point cost unless you wish to assume
your previous mortal likeness.

Defender:

At 23rd level, you can channel the divine energy
to create a dome of pure divine force to shield your allies. For the cost of 5
soul points per round, you can project an 10ft aura around you. No hostile actions
can be taken within or through this aura. Any hostile creature must succeed on
a wisdom saving throw to avoid being forced outside its limits. You must spend
your entire round focusing to maintain this effect and cannot move.

Watcher:

At 27th level, your eyes alone have the might to
pass judgement. As an action, at the cost of 10 soul points, you may use a
blinding gaze. You target one creature you can see within 30 feet. If the
target can see you, the target must succeed on a DC 15 Constitution saving
throw or be blinded until magic such as the lesser restoration spell removes
the blindness.

Archangel

At 30th level, you ascend once more. You achieve
a state of godlike divinity and your internal reservoir of energy grows to
reflect this. Your soul font doubles in capacity, although the soul charge
ability can only restore half of that per long rest. Additionally, you gain the
power to act as an Angel of Death. Select one creature, by expending 1 soul
point for every 10hp the target has remaining. The target must succeed on a
Constitution or wisdom saving throw (their choice) of a DC that is equal to 10+
your proficiency bonus+ your Charisma modifier. The target is instantly slain
on a failed save. On a successful save, they take 1d6 damage for each soul
point expended. In either case, the use of this ability is demanding on even
one of your might. Whether the target succeeds on its save or not, you also
take 1d6 points of damage for each soul point expended. Used to its full
potential, this strain will probably slay the user as well.