Blessed

The orc and human charge for the final blow, the orc with his ancient battle axe, the human with a simple farming scythe. The warrior sounds his ancestral war cry, hears a flap of wings and feels hot bird poop splatter across his eyes. The orcish warrior stops, staggers, and feels the scythe at his throat.

A Teifling wrestles the wheel of a boat as it teeters into the churning whirlpool. All at once a piece of wreckage is thrown from the whirlpool, smacking the boat into safe waters. The Teifling collapses with relief.

A bandit smashes a club into a gnome's side, sending her tumbling towards the cliff's edge. The bandit slowly walks forward, raises his weapon above his head, and watches the wind snatch it from his hand. The gnome grabs it from the air and stands up.

Luck

While most adventurers require some sort of luck to train or study until it is possible to fight monsters of legend, others walk half dressed onto the battlefield and somehow kill a dragon with a tree branch. Some of these adventurers are loved by a god, a devil, or a any powerful entity. Others are phenomenon in and of themselves, finding absurd opportunity through nothing but power of will. Regardless, all of the blessed have some cosmic force interfering in the matters of their lives.

Creating One Of the Blessed

Think about where your luck comes from. Have you always had it? Do you view it as a gift or as something that interferes with you living your own life? Do you know that you are blessed or do you think your fantastical achievements are due to your own talent?

Why are you adventuring? Is it to prove that you have value other than being one of the blessed? Do you seel the easy comforts of fame and glory that your blessing can provide? Was there one problem that your luck couldn't fix, so now you have to?

Quick Build

You can make one of the blessed quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma. Second, choose the gladiator background.
Tables and lists both work within a note.

Blessed
Level Proficiency Bonus Features Luck Points
1st +2 Unarmored Defense, Convenience, Intervening Force
2nd +2 Luck 2
3rd +2 Hard Miss, Fateful Discovery 3
4th +2 Ability Score Improvement 4
5th +3 5
6th +3 Intervening Force Feature 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Hard miss 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Intervening Force Feature 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 Fateful Discovery 17
18th +6 Intervening Force 18
19th +6 Ability Score Improvement 19
20th +6 Deus Ex Machina 20

Class Features

As one of the blessed, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per blessed level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blessed level after 1st

Proficiencies


  • Armor: None
  • Weapons: simple weapons
  • Tools: gaming sets, vehicles

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Sleight of Hand, Stealth, Persuasion, Intimidation and Animal Handling

Equipment

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

  • (a) a scythe and two hunting traps or (b) any two simple weapons

  • (a) an explorer's pack or (b) a mule and a cart

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier.

Convenience

Beginning at 1st level, the universe conspires to help you. As an action you can influence a creature with a CR no higher than 0 or an inanimate object no larger than Tiny. You can influence a creature to perform any action of which it is capable. An object, whether blown by the wind, knocked over by a passing goblin or by other means, can be affected in one of the following ways

  • moved 10 feet in a direction of your choice. If the object has a movement speed you can instead move it by that amount

  • change position

  • dropped

  • activated. For example, this would result in manacles locking or a vial of acid spilling

If you attempt to affect an object that is worn or carried by a creature, that creature makes a Strength saving throw. On a success the object isn't affected.

The AC for this feature is 10 + your Constitution modifier.

Luck

Beginning at 2nd level, the amount of favoritism you recieve from reality becomes even more intense. This is represented by luck points. You have 2 luck points and recieve more as you gain higher levels, as shown in the Luck Points column of the Blessed table. You regain all spent luck points after a long rest

Bend the World

When you use your Convenience feature, you may spend luck points to affect larger objects as shown in the table

Affecting Larger Objects
Luck Points Size
2 Small
4 Medium
6 Large
8 Huge
10 Gargatuan

You can not affect an object larger than a 400 foot cube with this feature.

Destructive Influence

When you use your Convenience feature, you may spend luck points to break an object as an action. The amount of luck points required depends on the material of the object.

Breaking Objects
Luck points Material
1 paper, fabric, glass, soil
2 wood, ice
3 stone, bone
4 metal

Hard Miss

Beginning at 3rd level, when an enemy rolls to attack you and fails you can use your reaction and spend 1 luck point to force them to make a Dexterity saving throw again your AC (10 + your Constitution modifier). On a failure they are knocked over by the force of their own attack and fall prone.

Fateful Discovery

Beginning at 3rd level, everything you want comes to you effortlessly. As an action you may announce a goal to the DM and spend one luck point. You will then notice or recieve within 5 feet of you an object that is in someway helpful to that goal. The object has to be something that is common in the environent in which you are in and can't be worth more than 1 CP. For example, you might find a piece of flint when you are trying to light a fire. The exact object is decided by the DM.

Attribute 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Hard Miss

Beginning at 10th level, when you use your Hard Miss feature you may use 3 luck points instead of 1 and replace the feature's affects with one of the following

  • The creature is knocked unconscious for 1 minute

  • The creature has to reroll the attack, this time aiming at your choice of itself or another target within range

Fateful Discovery

Beginning at 17nth level, you can spend 6 luck points instead of 1 when you use your Fateful Discovery feature and give the object you find one of the following affects

  • The object is imbued with a cantrip of your choice

  • The object is imbued with a 1st level spell of your choice. After two uses of that spell, the object is destroyed.

  • The object inflicts a damage type of your choice.

  • The object contains information on a subject of your choice. While you examine it, you can make either Arcana or History rolls related to the subject with advantage.

  • The object is precious to a creature of your choice. While you hold it, you have advantage on all Charisma rolls against that creature.

Deus Ex Machina

Beginning at 20th level, your attacks miracleously get through even the strongest of defenses. By spending 10 luck points when you make an attack roll, the damage from that attack ignores resistance and immunity.

Intervening Force

At first level you choose your intervening force. Your relationship with this force is how you can interact with the world the way you do.

Chaos

Most all who have this Intervening Force have Chaotic alignments. Through their unpredictability and their need to destroy natural and social order, the chaotic blessed make possibility where none before existed.

Improvised Warrior

Beginning at first level, you add your proficiency bonus to the damage you do with improvised weapons.

Formless Fighting

Beginning at 1st level, your fighting style is completely unpredictable. As a bonus action you can force an enemy 5 feet from you to make a Wisdom roll against your Charisma AC (10 + your Charisma modifier). On a failure, the enemy wastes their reaction trying to hit you.

Call of Disorder

Beginning at 3rd level, your chaotic force of will can bring out the hidden aspects of a creature. As an action, you can force anyone who can hear you and who speaks the same language to make a Constitution saving throw against your Charisma AC (10 + your Charisma modifer). On a failure the creature's highest ability score and lowest ability score are switched for 10 minutes.

You can't use this feature again until you complete a long rest.

Confusion

In the maelstrom of battle a man might lose even his sense of reason. You've learned to count on it. Beginning at 6th level you can use an action and spend 3 luck points to force a creature to make a Wisdom role versus your Constitution AC (10 + your constitution modifier). On a failure the creature is overcome with madness and you choose the creature's action(s) on its next turn.

Call of Disorder

Beginning at 14nth level, when you use your Call of Disorder feature you can target a number of creatures equal to your Charisma modifier.

Lawless Soul

Beginning at 18nth level, to look at you is to feel one's mind come apart. Creatures of your choice that aren't chaotic and that can see you recieve an amount of Pyschic damage equal to your Charisma modifier at the end of each their turns. Chaotic creatures take half damage. This feature can be maintained for up to an hour. You can't use this feature again until you complete a long rest.

Deceit

Those who are blessed by deceit know that good things comes to those whoever boastes the loudest. As far as weapons, more than any sword the deceitful blessed wield the fear and awe of those around them.

Heroic Display

Beginning at 1st level, after a successful attack role you can force one creature who can see you to make a Wisdom saving throw against your Charisma. If they fail they are either Charmed or Frightened for one minute.

You can use this feature a number of times equal to your Charisma modifier before completing a long rest.

Showman

Beginning at 1st level, you gain proficiency in Deceit and Performance.

Fortune of the Dying

Beginning at 3rd level, when you are reduced to half of your HP you can regain 1d4 luck points as a bonus action. This doesn't allow you to exceed your maximumm number of luck points.

This feature can't be used againt until you've completed a long rest.

Possum

Beginning at 6th level, when you are Prone, Unconscious, Incapacitated, Fightened, Charmed, Blinded or Deafened you can end the condition with a bonus action, revealing that you were faking the whole time. Your next attack has advantage.

After you use this feature once, it can't be used again until you've completed a long rest.

Steal Legend

Beginning at 10nth level, when an action or effect occurs within 100 feet of you, you may use your reaction to claim credit for it. All creatures that can see you must make a successful Intelligence saving throw or believe you. Creatures that are tricked may make an Intelligence saving throw to realize the lie every three months. As long as one decieved creature is within 20 feet of you, you can't be given disadvantage on any Persuasion, Intimidation, Deceit or Performance roles related to the lie.

You can not use this feature again until you finish a long rest

Heroic Display

Beginning at 18nth level, when you use your Heroic Display feature it ignores immunity to being Charmed or Frightened.