Idol

 

A Hajiri Vanara noble faces an army of Rhakshasas. Though the demons are powerful, their spears and arrows miss him as he charges forward, silk streaming behind his blade.  Having fallen in love with a goddess, he left behind his royal title, seeking to rectify his Dharma and free himself from the wheel of reincarnation to be with her. The Rhakshasa army stands in his way, but Fate itself weaves around him, guiding him to victory.

The bastard son of Kroshletch, dwarven god of veterans, stares at the writhing mass of tentacles that the Lreans called a god. Feeling the cold that radiates from it, he grips his axe, which erupts in flames at his simple request. The axe, though fine, has no magic of its own- the magic comes from the blood of his father.

An Ijamvian  woman stands over her fallen foe in a Brekasian gladiatorial arena, mocking the audience as they jeer in disgust. She beckons to the crowd, feeding on their rage as she walks in a circle. They call out for mercy for their vulnerable Hero. She holds out her weapon as if to drop it, but suddenly strikes the killing blow. 

                            

Hero or Antihero

 

Though you may be guided by Fate, have a divine patron, or choose your own path, ultimately, you are fueled by hero worship or conversely, hatred. Wherever you go, you are sure to evoke strong reactions. The people of different realms look to you as a savior, a warning, or an enemy. Your spells and abilities may come from a god, but the power that you imbue them with is given to you by the emotions of your people- positive or negative.

 

Glory and Destiny

 

There are not many people like you. if you live long enough, you will become a player on the grandest scale- shaping the course of history. Perhaps you will depose a god, or topple an army, or even save the world. Whatever happens, one thing is certain. Your name will go down in legend, or in infamy.

The Idol

The Idol







Base Spells Known

--Spell Slots per
Spell Level--

Level

Proficiency
Bonus

Features



1st

2nd

3rd

4th

5th

1st

+2

Cultural Paragon, Unarmored
Defense

-

-

-

-

-

-

2nd

+2

Favored Ally,
Spellcasting, Fateful Blow

1

2

-

-

-

-

3rd

+2

Aegis, Mythic
Destiny

1

3

-

-

-

-

4th

+2

Ability Score
Improvement

2

3

-

-

-

-

5th

+3

Extra Attack

2

4

2

-

-

-

6th

+3

Ability Score
Improvement

3

4

2

-

-

-

7th

+3

Mythic Destiny
Ability

3

4

3

-

-

-

8th

+3

Ability Score
Improvement

4

4

3

-

-

-

9th

+4

-

4

4

3

2

-

-

10th

+4

Favored Allies,
Favored Ally Stunt

5

4

3

2

-

-

11th

+4

Mark for Death

5

4

3

3

-

-

12th

+4

Ability Score
Improvement

6

4

3

3

-

-

13th

+5

-

6

4

3

3

1

-

14th

+5

Word of Valor

7

4

3

3

1

-

15th

+5

Mythic Destiny
Ability

7

4

3

3

2

-

16th

+5

Ability Score
Improvement

8

4

3

3

2

-

17th

+6

-

8

4

3

3

3

1

18th

+6

Godslayer

9

4

3

3

3

1

19th

+6

Ability Score
Improvement

9

4

3

3

3

2

20th

+6

Mythic Destiny
Ability

10

4

3

3

3

2

 

Creating an Idol

Quick Build

You can make an Idol quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma, then Dexterity. Second, choose the Folk Hero Background.

Class Features

As an Idol, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Idol level

Hit Points at first level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Idol level after 1st

Proficiencies

Armor: light armor, hide armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

 

Saving Throws: Wisdom, Charisma

Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Performance, and Persuasion

 

Equipment

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

·         (a) a martial weapon and a shield or (b) two martial weapons

·         (a) five javelins or (b) a net and spear

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

·         (a) a vial of poison or (b) 2 potions of healing.  

 

Cultural Paragon

 

Though you are unique, you embody your culture's values and members of that group respond well to you. Choose a specific culture within a general culture that you have spent a significant part of your life in. For example, choose a province within an empire or country.

 Adopt at least one Iconic Aspect of your culture as your own- from a signature weapon, piece of clothing or hairstyle, to a manner of speaking or gesture. Do your best to uphold your culture's mores and values.

 There is a cumulative chance of 5% per level that when members of your culture that you haven't met see you, they recognize you personally and know at least one story of your deeds (along with the allies that were with you).

When you are recognized you receive a bonus to +5 bonus to Intimidate, Persuade, and Gather Information checks involving members of your specific culture, and a +2 bonus to the same checks against members of the general culture that contains it.

 At 10th level, the scope of this ability changes. When you are recognized you receive a +5 bonus to Intimidate, Persuade, and Gather Information checks made when interacting with members of your general culture, and +2 bonus to checks made with your culture's allies or enemies.

 If you are in disguise in any way, you may display your Iconic Aspect to receive a +2 bonus to checks involving the smaller group, or a +1 bonus to checks involving the larger group. 

 

Unarmored Defense

Beginning at 1st level, when you are not wearing true armor and make a point of wearing clothing that makes you look vulnerable but confident, your Armor Class equals 10 + your Dexterity Modifier + your Charisma Modifier. You may use a shield, and may wear "armor" that serves a purely cosmetic purpose or that grants magical abilities (but not bonuses to AC).

 

Favored Ally

At 2nd Level, you form a special bond with one willing member of your group. NPCs and mounts are acceptable Favored Allies. Record this bond on your character sheet with your others. They receive a Bond towards you as well. You gain inspiration from roleplaying these bonds as usual. If your ally is killed, you lose the bond, or otherwise end it, you may choose another Favored Ally over the course of a day of camaraderie.

Choose one of the following Stunt options. You can't take a Favored Ally Stunt more than once, even if you later get to choose again.

 

  • Perfect Teamwork: When you are adjacent to your Favored Ally, foes cannot gain advantage from being adjacent to one another. If you and your ally agree and you are adjacent to each other, you may switch places as a reaction to an attack on either one of you, before it is determined whether the attack hits.

  • Share Fate: When you make a d20 roll, you may share it's result with your Favored Ally. The next time your ally makes a d20 roll of the same type, he or she may roll normally, and choose between your value and their own. They may also invoke this ability, allowing you to share their d20 rolls in the same way. Once this ability is used in either way, you must complete a short or long rest before using it again. At 10th level, you may use Share Fate twice between rests.

  • Share Spells: When you cast a spell targeting yourself, you can also affect your ally if you touch them. You must complete a long rest before using this ability again. At 10th level, you may affect up to 2 Favored Allies at once, and recover the use of Share Spells during a short rest.

 

Spellcasting

At 2nd level, you have learned to tap into the forces of destiny that weave themselves around you, to cast spells as a sorcerer does. Despite using the same method of spellcasting as a sorcerer, your spells are considered divine in origin, even if they originate from within you. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this entry for the Idol Spell list.

The Idol table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these idol spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

For example, if you know the 1st-level spell Compelled Duel and a 2nd-level spell slot available, you can cast Compelled Duel using either slot.

Spells Known of 1st Level and Higher

 

The Base Spells Known column of the sorcerer's determines the base number of spells you may choose from when casting spells at a given character level. Add your Charisma modifier to this number to determine the final number of spells you may choose from.  Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn 1 new spell of 1st and 2nd level.

Additionally, when you gain a level in this class, you can choose one of the idol spells you know and replace it with another spell from the idol spell list, which must also be of a level for which you have spell slots.

 

Spellcasting Ability

 

Charisma is your spellcasting ability for your idol spells, since your favor with the forces that guide your destiny comes from the force of your personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting a saving throw DC for an idol spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

 

Spell attack modifier = your proficiency bonus + your Charisma modifier

 

Focused Casting

You are your own spellcasting focus. You must be visible and corporeal to cast spells.

 

Fateful Blow

Fate guides your attack, helping you do nearly as much damage as possible. You can effectively apply the advantage rules on each die of damage you roll.

When dealing damage, roll twice as many damage dice of each type, and discard half of them, leaving you with a pool of dice that matches the normal damage expression of the attack. As long as the dice are of the same type, you may choose from any of them to find your final pool of damage dice. For example, if this ability lets you roll a total of 4d6 and add two of them together, you may choose any two dice you like. The final number of dice that you add together must match up to the number of dice and dice types in the damage expression for that attack without this ability.

As a final example, a multiclass Idol 2, Rogue 1 with a Dexterity of 16 gets his sneak attack with a dagger and gets a critical hit. He would normally roll 2d4+2d6+3, but instead gets to roll 4d4 and 4d6 (+3). He chooses the highest 2 dice of 4d4, the highest 2 dice of 4d6, adds them together, and adds his +3 from Dexterity.

Aegis

Fate protects you when you leap into danger with no visible protection. From 3rd level on, you may add your Proficiency Bonus to your Armor Class when you are able to benefit from your Unarmored Defense and are not using a shield. If you do use a Shield, you may add 1/2 your proficiency bonus to your Armor Class. 

Mythic Destiny

When you reach 3rd level, choose a Mythic Destiny that will forge your place in legend for ages to come. Up until this time, you have been guided by unseen forces, but not fully woven into the tapestry of Fate. Now, you take your place among the greatest heroes that will ever live. Now, choose between the Fated, Godbound, and Incendiary destinies, all detailed at the end of the class description, before the idol spell list.

 Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level. Those features include Destiny spells, and the Drive Destiny Feature.

 

Destiny Spells

 

Each Destiny has a list of associated spells. You gain access to these spells at the levels specified in the Destiny description. Once you gain access to a Destiny spell, you always have it prepared. Destiny spells don't count against the number of spells you can prepare each day.

If you gain a Destiny spell that doesn't appear on the idol spell list, the spell is nonetheless an idol spell for you.

 

Drive Destiny

 

Your Destiny allows you to draw on the deep passions within you to perform amazing deeds and even manifest magical effects. Each Drive Destiny option provided by your Destiny explains how to use it.

When you use a Drive Destiny ability, choose which option you use. You must finish a short or long rest to use a Drive Destiny ability again.

Some Drive Destiny abilities require saving throws. When you use such an effect from this class, the DC equals your Idol spell save DC.  

 

Ability Score Improvement

 

When you reach 4th level, and again at 6th, 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.

 

Extra Attack

 

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Favored Allies

 

You may now choose an additional number of Favored Allies equal to your Charisma Modifier (minimum of 1), who are henceforth treated identically to your original Favored Ally. These allies may benefit from all Stunts.

 

Favored Ally Stunt

 

You may now choose another Favored Ally Stunt which all of your Favored Allies may benefit from.

 

Mark for Death

 

At 10th level, you may choose one creature of a CR equal to or higher than your level that you are fighting to Mark for Death. You receive Advantage on all attacks against this foe on rounds that you attack them alone. If another creature attacks the enemy you've Marked, you lose this Advantage for the rest of the fight, but retain the other benefits of this ability.

Additionally, you may expend a spell slot to deal extra melee damage of a type that you determine when you activate Mark for Death. This damage is 2d8 for a 1st-level slot, with an additional d8 for each slot level of 2nd or higher. This extra damage remains while you have Advantage from attacking alone, but decreases by 1d8 at the beginning of your turn each round after you lose this Advantage.

 If you strike the killing blow against this target, you receive a point of Inspiration.

 Mark for Death ends when you defeat the target or end combat. You recover this ability when you take a short or long rest.  At 18th level, you may use Mark for Death a number of times equal to your Charisma modifier (minimum of 1) before resting.

 

Word of Valor

 

At 14th level, you may use a bonus action to make a short plea (such as "Fight it!") that grants all creatures you choose within 60 feet immediate Saving Throws with Advantage against one spell or other effect (which allows a Saving Throw) that is affecting them. The Advantage granted by this ability may not be canceled by disadvantage. If you can touch a target, they may also add your Charisma modifier to the Saving Throw. You may use this ability a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses of this ability when you finish a short rest.

 

Godslayer

 

At 18th level, while you benefit from your Mark for Death ability, you gain 6d10 temporary hit points, and your target has Disadvantage to all attacks against you, which cannot be cancelled by Advantage. Additionally, your Favored Allies may join in your attack without disrupting Mark for Death. These allies benefit from your Advantage to attacks against the target. If a non-favored ally or creature attacks the target, you and all of Allies lose this Advantage for the rest of the fight. 

If you strike the killing blow against this target, you retain the remaining temporary hit points you gained from this ability until they are lost or you take a long rest.

                 

Mythic Destinies

 

An idol is born to a destiny, but it is only at 3rd level that this Destiny fully manifests. Until then, he or she is instinctively aware of it, and has a choice to accept or reject it. Some idols never achieve the greatness that is within them, but others rise to the heights of legend. Accepting a mythic destiny is a personal act, usually undertaken in a crucial moment with little fanfare; a rare moment of introversion in an idol's life.

 

Fated

 

The Fated destiny is one of unlikely coincidence and supernatural luck. Reality itself will weave itself around your character, attempting to ensure your survival and success until a key moment arrives. Perhaps you are mentioned by name in The Canticle, or another prophecy foretells your success or doom. Many who accept this destiny struggle with issues of free will- are they truly the hero, or is Fate in control?

 When you accept this destiny, you soon become aware of a single Fate that you will have to face before the end of your life. Perhaps a strange soothsayer seeks you out, or a divination spell goes awry and reveals a short prophecy to you. However you receive this knowledge, the Fate may be good or bad, firm or flexible, at the GM's discretion, but in some manner, it will come into play barring powerful outside intervention such as that of a conflicting Fate. If your Fate describes a specific outcome, such as your death, there may be ways to thwart it, or perhaps not. When you face your Fate, you may receive another, more important one, or you may be free of Fate's interference; retaining the ability to weave its flow without the burden of a great destiny.

A Fated idol may permanently die from interference before fulfilling their Fate, in which case that Fate falls on another's shoulders and will still have a lasting impact at some future date.

 

Destiny Spells

You gain destiny spells at the idol levels given.

 

Fated Destiny Spells

Idol Level Spells
3rd Bane, True Strike
5th Augury, Warding Bond
9th Bestow Curse, Protection from Energy
13th Divination, Death Ward
17th Battle Karma*, Dream

*Battle Karma is a Morningstar-Specific Spell

Drive Destiny

When you accept this Destiny at 3rd level, you gain the following two Drive Destiny Features.

 

Shift Fate. You may give up Advantage or a point of Inspiration to give a target Disadvantage on its next check of any kind. This Disadvantage may not be cancelled by Advantage. You may choose to avoid Disadvantage by instead granting a foe Advantage on their next check against you. You may take a target's Disadvantage as your own (it remains Disadvantage), applying it on your next check.

 

Right Action. You can receive a hint from the universe when you are in need. You may ask the GM a single "yes" or "no" question regarding your next course of action or the nature of a target which he or she must answer honestly unless the subject of the question is protected from divination. The answer comes as a gut feeling.  This ability refreshes after a short rest.

 

Inspirational Advantage

At 7th level, when you succeed as a result of Advantage within sight of your Favored Ally, your ally receives Inspiration. Conversely, when your ally succeeds as a result of Advantage within your sight, you also receive Inspiration.

 

Moirai

Starting at 15th Level, you never have disadvantage on any check unless you choose to. Even when the situation is dire, Fate intervenes to give you a fair chance at success.

 

Charm the Fates

At 20th Level, Fate will rework itself in your favor. Whenever an outcome is in even the slightest doubt, or an event has the slightest plausibility of occurring, you may ask the Fates to decide things in your favor. This functions as a Wish spell, except that any effects that occur must appear to be coincidental, however convoluted or unlikely. You may not contradict the irrefutable facts of a situation with this ability, but unobserved events may be edited before they are confirmed in the game world.

                Therefore, you may not normally ask for the effects of obvious spells, but you could ask for a Call Lightning effect cast at 9th level if the sky was overcast. You could also ask for the effects of a True Resurrection spell for an ally that fell over the side of a cliff, as long as no one has seen the destroyed corpse. In such a case, when the party looks over the edge of the cliff, they might find their ally unconscious on a convenient ledge 30 feet below, or hanging from a branch. When you can't think of a way to make things work in your favor, check with the GM. The GM might decide that even though you're falling into lava, that old trinket you found is actually a minor artifact that protects you from elemental energy once activated by being submerged in a natural source. You'd take a bit of damage from the fall and the initial burns, but would be safe from then on.

                You may technically use this ability for personal gain, but Fate is fickle- if you abuse this ability, you may begin to get warped results that create much more trouble than they're worth. Fate likes to create ripples, and they tend to come back to haunt you. 

                This is a particularly powerful ability, so you cannot use it every day. Once you have used this ability, you must wait one week (7 long rests) before using it again.

 

Godbound

 

Those with the Godbound destiny have a powerful benefactor in the form of a deity or similarly powered being. This deity protects the idol and his allies from harm and manifests miracles or other fortuitous events on the character's behalf.

 When you accept this destiny, you become aware of your link your benefactor- perhaps you are a descendant of that being, or were touched at birth by divine will. You also understand the overriding goal that this benefactor has for you; a deed or mission that he or she is grooming you for.     

Once you know your benefactor's plans, you may choose to ignore them, fight them or work towards them. For your benefactor's part, he or she will send subtle signs and portents that seek to goad you gently onto the preordained path. Only the gravest transgressions against your benefactor will cause them to forsake you until your chance to fulfill the goal passes. You are not held to the same standard as your benefactor's followers. If you completely thwart your benefactor's plans for you, you may make an enemy of them, and they may try to hinder or destroy you. If you make an enemy of your benefactor, you receive another one from among your original patron's enemies. 

 

Destiny Spells

You gain destiny spells at the idol levels given.

Godbound Destiny Spells

Idol Level Spells
3rd Divine Favor, Searing Smite
5th Aid, Lesser Restoration
9th Blinding Smite, Daylight
13th Call Lightning, Staggering Smite
17th Banishing Smite, Flame Strike

 

Drive Destiny

When you accept this Destiny at 3rd level, you gain the following two Drive Destiny Features.

 

Lesser Divine Gift

You receive the abilities listed under your patron deity's Lesser Divine Gift entry. [Information pending  --Ed.]

Divine Domain

You receive one extra spell slot per level that you can cast (which improves as you increase in level), and the ability to cast spells from one of your deity's domains, as long as you can cast spells of that level.

Wrath of the God

 

At 7th Level, whenever you face an enemy with an immunity, your weapon instantly changes to nullify it if there is a listed counter. For example, if a creature has an immunity to bludgeoning, piercing, and slashing damage that doesn't come from silvered weapons, your weapon turns to silver. In addition, you deal an additional 1d8 damage of a type that the creature is vulnerable to, or at least not resistant or immune to. This effect lasts until the creature is dead or unconscious, or you face a different enemy. 

 

Divine Quickening

At 15th Level, choose one spell you can cast. You may cast this spell once per short rest without spending a spell slot. This spell does not require concentration, and cannot be countered. You may always cast this spell as a ritual even if it is not otherwise a ritual.  Each time you increase your level, you may change this spell if you wish.

 

Apotheosis

At 20th Level, you become a demigod. You are immortal, barring violence.

*You gain resistance to three damage sources of your choice, and you regenerate 1 hit point at the end of each round that you take no damage, even if you are unconscious. In other words, you may only be killed by ongoing damage, or by a killing blow taken while you are on death's door.

*You may choose a single plane or demiplane of existence as your home. By performing a ritual that takes 20 minutes, you and any favored allies you touch may travel to or from that plane.

Incendiary

 

Those that accept the destiny of the Incendiary go their own way. They make their own fate and glory in their own deeds, inspiring deep passions in those who worship, fear, or hate them. They can change the course of history as men and women rally to their sides or stand against them.

Since they are not protected by an outside force, every Incendiary has a weakness. Choose one damage type and describe a weak point on your person (such as a heel). After you take a critical hit of this damage type, you have disadvantage to all rolls for 1d4 rounds. 

 

 Destiny Spells

You gain destiny spells at the idol levels given.

Incendiary Destiny Spells

Idol Level Spells
3rd Charm Person, Command
5th Enhance Ability, Enthrall
9th Fear, Crusader's Mantle
13th Confusion, Compulsion
17th Dominate Person, Destructive Wave

 

Drive Destiny

When you accept this Destiny at 3rd level, you gain the following two Drive Destiny Features.

Playing the Crowd

Whenever you perform an action with an outcome that onlookers (but not participants) care about -for good or ill-you may add your proficiency bonus to your action, or double it if you already had it.

Awe

Once per short rest, you may attempt to either charm or frighten a target. You must do something dramatic that your target can perceive. If they fail a wisdom save, they receive the condition that you chose when you used this ability, until they take damage.  They may attempt a wisdom save at the end of their turn to break this effect.

At 7th Level, Favored Allies within sight have resistance against spell damage. They take ½ damage from spells and spell-like abilities (those that are listed as spells), but not breath weapons or other innate attacks that do not mimic spells.  

Sanctum

At 15th Level, you may designate a safe area as a Sanctum once per long rest. While in this sanctum, you and any Favored Allies may train in order to receive any of the following benefits: 

 

  • Receive double your Hit Dice for healing after one hour of training.
  •  Receive Proficiency in any one Skill or Tool until your next long rest, after 2 hours of training. 
  • Receive resistance against a single type of damage until the end of the next combat after 4 hours of training.
  •  Permanently remove a single spell effect, including a curse, after a number of hours of training equal to the spell's level.

Each benefit requires its own training session. If a training session is interrupted by combat, the Sanctum ends, and you do not receive the benefits of that session, but you still receive the benefits of any previously completed sessions while the Sanctum was active. 

Legends Live Forever

At 20th Level, you may choose two ability scores and increase them by 4. Your maximums for these ability scores is now 24.  You become immortal, barring violence.