Godsworn
The chaos sweeping across the world enables evil to root itself and thrive, growing and spreading until its darkness gobbles up all that is good and noble. Cultists worship abominations, and restless dead claw free from their graves. You have even heard whispers of some hermit who calls forth demons from the Void. Someone must take a stand against evil—and that someone is you.
You swore sacred vows to purge the lands of the wicked and burn away the unclean. You hunt down and put to the sword and flame those who lost themselves to evil. You do so with the blessings of your patron deity, and your faith sustains you through every battle and helps you overcome the obstacles in your path to a brighter future. Your holy pledge is a guiding anchor amidst the swirling storm of darkness.
Level 3 Godsworn
Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Directed Strike: When you roll to attack while you are not injured, make a luck roll along with your attribute roll. If both rolls result in a success, the attack deals an extra 1d6 damage, 2d6 damage at level 6, or 3d6 at level 9. If both rolls result in a failure, increase your supply of Bonus Damage by 1d6 until the end of the next round.
Level 4 Godsworn
Health: +8, Bonus Damage: +1d6
Spells: One novice
Divine Wrath (Magical): When you get a success on a roll to attack, you can make a luck roll. If the target is a demon, faerie, fiend, spirit, or undead, you roll with 1 boon. On a success, the target becomes cursed and catches fire (luck ends both). Once you use this talent, you lose access to it (luck ends).
Level 6 Godsworn
Health: +8, Bonus Damage: +1d6
Spells: One expert
Holy Resolve: If you are not injured when you dodge or withstand, increase the number of boons or banes that apply to the roll by 1.
Level 9 Godsworn
Health: +8
Spells: One master
Litany of Destruction (Magical): In combat, at the start of your turn, you can chant holy proverbs to strengthen your commitment to your holy cause. The effect lasts until the start of your next turn, but ends early if you cannot speak, use your voice for a purpose other than chanting, such as casting spells, or you become confused, controlled, stunned, or unconscious. The effect grants the following benefits:
- You make Will rolls with 1 boon and you impose 1 bane on rolls against your Will.
- Once per round, when you take damage, you can reduce the damage by 5.
- Your attacks deal an extra 2d6 damage to demons, faeries, fiends, spirits, and undead.
- You can use an action to heal all damage and regain 3d6 Health. When you do so, you lose access to this talent until after you rest.