The Gothi in Mannaheim | World Anvil
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The Gothi

Class Features

Hit Points

Hit Dice: 1D8 per Gothi Level
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per gothi level after 1st

Proficiencies

Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a Seax or (b) a Warhammer (if proficient)
  • (a) Medium Hide armor, (b) Leather armor, or (c) Chain Hauberk (if proficient)
  • (a) a short bow and a quiver with 20 arrows or (b) any simple weapon
  • (a) a gothi's pack
  • A Shield and a holy symbol
  • Spellcasting

    As a conduit for divine power, you can cast gothi spells.

    Cantrips

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

    Spell Slots

    The gothi table shows how many spell slots you have to cast your cleric 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 short rest.   You prepare the list of gothi spells that are available for you to cast, choosing from the gothi spell list. When you do so, choose a number of gothi spells equal to your Wisdom modifier + your gothi 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 gothi, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds , 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 short rest. Preparing a new list of gothi spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your gothi spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a gothi spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a gothi spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.   Spell attack modifier = your proficiency bonus + your Wisdom modifier.

    Ritual Casting

    You can cast a gothi spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your gothi spells.

    Divine Domain

  • Arcana Domain
  • Death Domain
  • Forge Domain
  • Knowledge Domain
  • Life Domain
  • Light Domain
  • Nature Domain
  • Peace Domain
  • Sacrifice Domain
  • Sea Domain
  • Tempest Domain
  • Traust Domain
  • Trickery Domain
  • Domain Spells

    Each domain has a list of spells-its domain spells that you gain at the gothi levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the gothi spell list, the spell is nonetheless a gothi spell for you.

    Channel Divinity

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity: Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    Harness Divine Power

    At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

    Ability Score Improvement

    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 scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Cantrip Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the gothi spell list.

    Destroy Undead

    Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Gothi table above.

    Blessed Strikes

    Replaces the Divine Strike or Potent Spellcasting feature   When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

    Divine Intervention

    Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your gothi level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any gothi spell or gothi domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a short rest.   At 20th level, your call for intervention succeeds automatically, no roll required.

    Gothi Spells

    Cantrips

  • Decompose
  • Guidance
  • Hand of Radiance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Virtue
  • Word of Radiance
  • 1st-Level Spells

  • Bane
  • Bless
  • Ceremony
  • Command
  • Create Food and Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Guiding Hand
  • Healing Word
  • Inflict Wounds
  • Protection From Evil And Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • 2nd-Level Spell

  • Aid
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Calm Emotions
  • Circle of Truth
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Warding Bond
  • 3rd-Level Spell

  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fast Friends
  • Feign Death
  • Glyph of Warding
  • Incite Greed
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Motivational Speech
  • Protection from Energy
  • Remove Curse
  • Sending
  • Speak with Dead
  • Spirit Guardian
  • Spirit Shroud
  • Tongues
  • Water Walk
  • 4th-Level Spell

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
  • 5th-Level Spell

  • Commune
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Realm Binding
  • Revivify
  • Scrying
  • Summon Asgardian
  • 6th-Level Spells

  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes’ Feast
  • Otherworldly Form
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Word of Recall
  • 7th-Level Spells

  • Conjure Åsgårdian
  • Divine Word
  • Etherealness
  • Fire Storm
  • Raise Dead
  • Regenerate
  • Symbol
  • Temple of the Gods
  • 8th-Level Spells

  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Sunburst
  • 9th-Level Spells

  • Astral Projection
  • Bifröst
  • Gate
  • Mass Heal
  • Power Word Heal
  • Resurrection

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