Those who follow the Way of the Beast are akin to druids in many ways. They greatly revere animals, and mold their techniques after them. This lends them many unique fighting styles, known as "stances". In these stances, powered by ki, they are capable of great feats even most other monks cannot attempt.
+ + + + +Upon following this monastic tradition at 3rd level, you gain the ability to enter a Beast Stance as a bonus action for 2 ki points. The Beast Stance lasts for 1 minute, until you enter another Beast Stance, or until you become incapacitated. You know 2 stances and learn an additional stance at 6th, 11th, and 17th level. The possible Beast Stances are as follows.
+At 6th level, you can cast speak with animals as a ritual, or as a bonus action, spending 2 ki points to do so.
+In addition, you can add your Wisdom modifier to any Charisma checks made while interacting with animals.
+At 11th level, when you enter a beast stance, you may spend 3 ki points to enter 2 Beast Stances simultaneously. When you change stances you can spend 1 ki point to enter 1 stance or spend 3 ki points to enter 2 stances.
+At 17th level, you may spend 10 ki points and an action to enter all the stances you know simultaneously for 1 minute. After this ends, you cannot do this again until you finish a long rest.
+You draw from the mobility of a monkey. You gain a climbing speed equal to your walking speed, and you have advantage on Dexterity saving throws.
+You shape your ki into a shell to protect you from harm. You gain resistance to bludgeoning, piercing, and slashing damage.
+You channel the grace of a swan. Creatures cannot make attacks of opportunity against you, and you have advantage on saving throws against being pushed or knocked prone.
+You adopt the reach of a mantis. Your unarmed strikes gain the Reach property.
+You embrace the power of a bear. You count as proficient in Athletics, and you can use your Dexterity score in place of your Strength score.
+You strike with the deadly speed and accuracy of a cobra. Your attacks made with unarmed strikes or monk weapons score a critical hit on a roll of 19-20.
+You are granted the wisdom and senses of the owl, the nocturnal predator. You gain truesight at a range of 60 feet, and have advantage on Wisdom saving throws.
+You hunt your prey and manifest the strength of the primal nightstalker. The first time you hit a creature on your turn with an unarmed strike or monk weapon, you can add double your Dexterity modifier, instead.
+He called to charge, the foolish lesser deity. His clerics and paladins charged. There is a whinny from the sudden steeds before several fall flat on their faces or toss off their rider. Their legs had been removed from right under then. A series of large blades point to the deity, who is beginning to grasp the urgency of the situation. The wielders of the winning hand said only three words.
+"No more gods."
+The godslayers were once all servants of the gods, similar to paladins. But, unlike the oathkeepers, they designed to seek out and destroy other divine beings instead. They did not hunt your simple fiends, no. They hunted the devils in charge. Godslayers of evil deities were known to have stripped the wings off angels and silence their seraphic voices. These wars were unceasing, and the godslayers were always at the forefront for their hirer. However, soon, the brunt of the task came to bear down on their shoulders. They were now being forced to just kill one another. Many, in having killed for their gods, were made scapegoats to damning curses or worse. They could not longer rejoin the world as they once had, and for many, this was their death sentence. People saw them to be heretics. Their own eyes opened and saw the gods forsake them. With renewed rage and purpose, they no longer would shackle themselves to divinity like a dog. No, they would go and destroy those who dared use them and then toss them away like pawns.
+What path did your character take to reach this forsaken status? Were they born cursed? Did they commit sacrilege and get cursed? Did a religious body hex them for an act the followers found abominable? Were they once devout knights of an order, only to be ousted by corruption and underhanded means? Or, were they disillusioned with fealty to deities that played with human lives like toys?
+You can make a godslayer quickly by following these suggestions: First, either Constitution or Strength should be your highest ability score, followed by Wisdom. Second, choose the outlander background.
+As an godslayer, you gain the following class features.
+
+ Hit Dice:1d10 per godslayer level
+ Hit Points at 1st level:10 + your Constitution modifier
+ Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per Godslayer level after 1st
+
+ Armor:Shields
+ Weapons:Simple and Martial Weapons
+ Tools:One musical instrument of your choice
+
+ Saving Throws:Strength, Constitution
+ Skills:Choose 3 from: Athletics, Acrobatics, Intimidation, Perception, Religion, or Survival
+
You start with the following equipment, in addition to the equipment granted by your background:
+| Level | Damage Reduction | Features |
| 1st | - | Tempered Body, Forsaken |
| 2nd | 1 | Adding Scars, Indomitable Will |
| 3rd | 1 | Deicidal Path |
| 4th | 2 | Ability Score Improvement |
| 5th | 2 | Rebuke, Extra Attack |
| 6th | 3 | Indomitable Will Improvement |
| 7th | 3 | Visionary |
| 8th | 4 | Ability Score Improvement |
| 9th | 4 | Deicidal Path feature |
| 10th | 5 | Survivor |
| 11th | 5 | Apostatic Weapon |
| 12th | 6 | Ability Score Improvement |
| 13th | 6 | Deicidal Path Feature |
| 14th | 7 | Surge |
| 15th | 7 | Persevere |
| 16th | 8 | Ability Score Improvement |
| 17th | 8 | Transparency |
| 18th | 9 | Deicidal Path Feature |
| 19th | 9 | Ability Score Improvement |
| 20th | 10 | Ascended Battler, Extra Attack |
Starting at 1st level, your body's power emanates from the beatings you have taken in the name of your cause. The scars show the abuse of the divine, and your body is proof your own power overcame it. Your body is your greatest defiance in the face of gods. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
+Starting at 1st level, the power of the divine is behind you. You turn your back on its wooing words and cold embrace, lies to heal your wounds with paltry placation. You can no longer be healed by means of spells. You become immune to being charmed and you gain proficiency in the Insight skill. If you already have proficiency in this skill, your proficiency bonus is instead doubled for any ability check you make that uses Insight.
+The trait of one who kills gods is tenacity: an unwillingness to die. Starting 2nd level, you become able to reduce the damage you take by breaking fate itself so the event was changed. When you take damage, you may reduce it by the amount shown on the Damage Reduction column of the godslayer table.
+At 2nd level, the godslayers' resolve makes it impossible to domineer their minds or control their fate, which is rife with unpredictable violence. You have advantage on saving throws against divination magic which would read your mind or detect your location.
+Starting 6th level, you gain resistance to the damage dealt from spells from the Divination school of magic, and you gain advantage on saving throws to resist their effects.
+Just as gods are varied in their powers and domains, a godslayer must be adapted to fighting the particular target of their animosity. This can range from tactics to elemental advantages. At 3rd level, choose a subclass from Weave Slasher, Ichor Drinker, Divine Slayer, Faith Crusher and Armageddon Survivor, detailed towards the bottom of the class description. You gain features from your subclass choice at 3rd, 9th, 13th, and 18th levels.
+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.
+Starting at 5th level, you reject defeat with all your being, unwilling to rest until your thirst for vengeance or anger has been quenched. If you would drop to 0 hit points, you may instead have 1 hit point remaining. You must finish a long rest before using this feature again.
+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 20th level in this class.
+Starting at 7th level, as one who breaks the iron grip of the divine in this world, you can perceive beyond the normal mortal sights. You gain 30 feet of blindsight.
+Starting at 10th level, godslayers can return even from the brink of death due to their pure overpowering will. You gain advantage in death saving throws.
+Starting at 11th level, you cannot be deterred by any god and you will harm all of them and murder them brutally once you get your hands on them, particularly the one which wronged you the most, as well as their ilk. Choose one creature type from celestial, fiend, or undead. You have advantage on saving throws to resist spells or effects caused by a creature of the chosen type. Additionally, when you make an attack roll against the chosen creature type, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on your chosen creature type, you may roll the damage dice of the attack three times, instead of twice.
+You have advantage on saving throws to resist spells or effects caused by celestials. Additionally, when you make an attack roll against celestials, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on celestials, you may roll the damage dice of the attack three times, instead of twice.
+You have advantage on saving throws to resist spells or effects caused by fiends. Additionally, when you make an attack roll against fiends, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on fiends, you may roll the damage dice of the attack three times, instead of twice.
+You have advantage on saving throws to resist spells or effects caused by undead. Additionally, when you make an attack roll against undead, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on undead, you may roll the damage dice of the attack three times, instead of twice.
+At level 14, you have a well of power within you which can reverse heavy injuries at will in a pinch. On your turn, you can use a bonus action to regain hit points equal to 2d10 + your godslayer level. Once you use this feature, you must finish a short or long rest before you can use it again.
+At level 15, after being smacked down so many times, you no longer quite feel the pain. All the carving and goring done to your body shows just how inured to pain, ascended from mortality, and detached you have become from your mortal shell. You gain resistance against one damage type of your choice from bludgeoning, piercing or slashing, and one other damage type of your choice from poison, acid, thunder, and lightning.
+At 17th level, the world made by gods is laid bare before you, and you see through all its lies. As a bonus action, you train the strength of your eyes to see the truth. For 1 hour, you gain 120 feet of truesight. You can use this feature once, regaining use when you finish a long rest.
+At 20th level, your feats against the divine render you like one of their ranks, with an incredible form which renders the weak unable to raise a finger against you. Your raw power and strength exudes like a pressuring aura. Your speed increases by 10 feet. Additionally, you can use an action to exude an aura of impressive power for 1 minute. When you are attacked in this state, the attacking creature must make a Wisdom saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, it has disadvantage on the attack. On a successful save, the creature is immune to this effect for 24 hours. Creatures are aware of this effect before attacking you, as your aura manifests in a shimmering golden form around you. Creatures with an Intelligence score of 3 or less are immune to this effect. Once you use this feature, you can't use it again until you finish a long rest.
+Weave slashers are specific to the powers which defy magical gods. They nullify its effects to sunder the magical web the gods made. In turn, they themselves eschew magic and its use.
+ + + + +They cannot pull the wool over your eyes any longer. Starting 3rd level, you gain devilsight out to 120 feet, which is darkvision that cannot be impeded by magical darkness.
+You, through the sheer brunt of tenacity, develop a resistance against the spells the gods may use to hamper the achievement of your goals. Starting 9th level, you gain advantage on Wisdom and Charisma saving throws.
+Using your powers, you herald the ending of the tyranny of gods and the effects of their powers. Starting 13th level, as a reaction, you may select up to five creatures, including yourself, within 30 feet. You can end all diseases and conditions afflicting each creature you choose. Once you use this feature, you can't do so again until you finish a long rest.
+You become able to stop spells in their tracks, as well as stop their output. Starting 18th level, if a ranged spell attack would target you, you may expend your reaction to parry it and halve the damage you would have taken. Additionally, you may move up to half your movement speed and make a special melee weapon attack with your bonus action. If you hit, you deal damage as normal, and you disrupt the target's magical energies, and they cannot cast any spells until the beginning of their next turn. You may use this feature a number of times equal your Strength modifier, regaining all uses after you finish a long rest.
+Divine slayers have their head in the game and their eyes on the prize, always. They hit hard to deal with the big fishes.
+ + + + +When you're hit, you make sure to hit back as hard as you can, where it hurts most. Starting 3rd level, when you take damage from a creature within 5 feet of you, you may expend a reaction to study them more closely. On your next turn, you have advantage on your first attack roll against the creature. Also, you become proficient in the Perception skill. If you are already proficient in this skill, you instead gain expertise.
+You vie in battle for the spillage of blood, which nourishes you with its sight and substance. Which requires that you hit the right spot. Starting 9th level, You gain an additional +2 bonus to attack rolls made with a weapon which you are proficient in.
+Those you attack are sources to fulfill your literal bloodlust. This replenishes your killing intent and whets your power. Starting 13th level, when you make a successful critical hit against a creature, you regain hit points up to half of the amount of damage dealt.
+Your hits are so trained to strike vulnerable parts that you can feel where veins sit beneath the skin. Starting 18th level, your weapon attacks score a critical hit on a roll of 19 or 20.
+Divine slayers have their head in the game and their eyes on the prize, always. They hit hard to deal with the big fishes.
+ + + + +You may throw aside all concern for defense to attack with fierce desperation. Starting 3rd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
+Your power collects when you feel that rush. Starting 9th level, when you make a roll that would receive advantage from two different sources, you may stack the advantage, rolling one extra die and taking the highest value of the three.
+You utilize weapons to their fullest in your mission for divine blood. Starting 13th level, as part of a short rest or a long rest, you may focus and imbue a weapon which you are proficient in with your resolve. Until the end of your next long rest, you may add your proficiency bonus to your damage rolls with this weapon.
+Your power climbs to new heights, making your strikes more savage when pushed to the limit. When you use your Surge feature, you double all your damage for the next minute.
+A survivor never stops. they always get back up. Even if fire comes, they will endure and live, like cockroaches. The gods can try everything in their disposal to kill you, and you can take them all.
+ + + + +Your body is unbending to the cries of pain and submission roiling within you, which the gods wish to elicit. Starting 3rd level, you may add your Constitution modifier to the amount of damage reduction, as per your Adding Scars feature. Also, you become proficient in the Survival skill. If you are already proficient in this skill, you instead gain expertise.
+At 13th level, this bonus increases to twice your Constitution modifier.
+You bolster your defenses as you prepare for the final assaults those pathetic, desperate deities send your way. Your body is readied, and ascends mortality in its basic needs. Starting 9th level, you no longer need to eat, drink, breathe or sleep. You are immune to diseases, poison damage, and being poisoned. You also gain advantage in Constitution saving throws against exhaustion.
+The elements cannot claim you to death. Starting 13th level, you may use Rebuke twice before you require a short or long rest. You additionally gain resistance to one damage type of your choice from psychic, radiant, necrotic, fire, and cold.
+You can survive anything the days of wrath will throw at you. Starting 18th level, at the start of each of your turns, you regain hit points equal to half your level if you have no more than half of your hit points left. You don't gain this benefit if you are unconscious.
+A survivor never stops. they always get back up. Even if fire comes, they will endure and live, like cockroaches. The gods can try everything in their disposal to kill you, and you can take them all.
+ + + + +The sheep-like masses following their god will flee in the sight of you, but you will catch of them before they can make a step past with your powerfully honed reactions. You may now take a number of reactions equal to half your Strength modifier (rounded up) per round.
+You smash and slash, hacking away relentlessly as long as there are still body parts left. At 9th level, you can use your action to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures hit by the attack.
+One can get tired fighting so many mooks for prolonged periods of time, but not you. You regain energy by winning small battles. Starting at 13th level, when you land a critical hit on a target, you may regain use of your Surge feature.
+Starting 18th level, you can push others from you through the sheer power you exude in a single burst. When you use the Surge feature, you can cause all creatures within 30 feet of you to make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier. On a failed save, they are pushed back 15 feet, take 4d10 force damage, and are knocked prone. On a successful save, they take half the damage, are not pushed, and are not knocked prone.
+He called to charge, the foolish lesser deity. His clerics and paladins charged. There is a whinny from the sudden steeds before several fall flat on their faces or toss off their rider. Their legs had been removed from right under then. A series of large blades point to the deity, who is beginning to grasp the urgency of the situation. The wielders of the winning hand said only three words.
-"No more gods."
-The godslayers were once all servants of the gods, similar to paladins. But, unlike the oathkeepers, they designed to seek out and destroy other divine beings instead. They did not hunt your simple fiends, no. They hunted the devils in charge. Godslayers of evil deities were known to have stripped the wings off angels and silence their seraphic voices. These wars were unceasing, and the godslayers were always at the forefront for their hirer. However, soon, the brunt of the task came to bear down on their shoulders. They were now being forced to just kill one another. Many, in having killed for their gods, were made scapegoats to damning curses or worse. They could not longer rejoin the world as they once had, and for many, this was their death sentence. People saw them to be heretics. Their own eyes opened and saw the gods forsake them. With renewed rage and purpose, they no longer would shackle themselves to divinity like a dog. No, they would go and destroy those who dared use them and then toss them away like pawns.
-What path did your character take to reach this forsaken status? Were they born cursed? Did they commit sacrilege and get cursed? Did a religious body hex them for an act the followers found abominable? Were they once devout knights of an order, only to be ousted by corruption and underhanded means? Or, were they disillusioned with fealty to deities that played with human lives like toys?
-You can make a godslayer quickly by following these suggestions: First, either Constitution or Strength should be your highest ability score, followed by Wisdom. Second, choose the outlander background.
-As an godslayer, you gain the following class features.
-
- Hit Dice:1d10 per godslayer level
- Hit Points at 1st level:10 + your Constitution modifier
- Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per Godslayer level after 1st
-
- Armor:Shields
- Weapons:Simple and Martial Weapons
- Tools:One musical instrument of your choice
-
- Saving Throws:Strength, Constitution
- Skills:Choose 3 from: Athletics, Acrobatics, Intimidation, Perception, Religion, or Survival
-
You start with the following equipment, in addition to the equipment granted by your background:
-| Level | Damage Reduction | Features |
| 1st | - | Tempered Body, Forsaken |
| 2nd | 1 | Adding Scars, Indomitable Will |
| 3rd | 1 | Deicidal Path |
| 4th | 2 | Ability Score Improvement |
| 5th | 2 | Rebuke, Extra Attack |
| 6th | 3 | Indomitable Will Improvement |
| 7th | 3 | Visionary |
| 8th | 4 | Ability Score Improvement |
| 9th | 4 | Deicidal Path feature |
| 10th | 5 | Survivor |
| 11th | 5 | Apostatic Weapon |
| 12th | 6 | Ability Score Improvement |
| 13th | 6 | Deicidal Path Feature |
| 14th | 7 | Surge |
| 15th | 7 | Persevere |
| 16th | 8 | Ability Score Improvement |
| 17th | 8 | Transparency |
| 18th | 9 | Deicidal Path Feature |
| 19th | 9 | Ability Score Improvement |
| 20th | 10 | Ascended Battler, Extra Attack |
Starting at 1st level, your body's power emanates from the beatings you have taken in the name of your cause. The scars show the abuse of the divine, and your body is proof your own power overcame it. Your body is your greatest defiance in the face of gods. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
-Starting at 1st level, the power of the divine is behind you. You turn your back on its wooing words and cold embrace, lies to heal your wounds with paltry placation. You can no longer be healed by means of spells. You become immune to being charmed and you gain proficiency in the Insight skill. If you already have proficiency in this skill, your proficiency bonus is instead doubled for any ability check you make that uses Insight.
-The trait of one who kills gods is tenacity: an unwillingness to die. Starting 2nd level, you become able to reduce the damage you take by breaking fate itself so the event was changed. When you take damage, you may reduce it by the amount shown on the Damage Reduction column of the godslayer table.
-At 2nd level, the godslayers' resolve makes it impossible to domineer their minds or control their fate, which is rife with unpredictable violence. You have advantage on saving throws against divination magic which would read your mind or detect your location.
-Starting 6th level, you gain resistance to the damage dealt from spells from the Divination school of magic, and you gain advantage on saving throws to resist their effects.
-Just as gods are varied in their powers and domains, a godslayer must be adapted to fighting the particular target of their animosity. This can range from tactics to elemental advantages. At 3rd level, choose a subclass from Weave Slasher, Ichor Drinker, Divine Slayer, Faith Crusher and Armageddon Survivor, detailed towards the bottom of the class description. You gain features from your subclass choice at 3rd, 9th, 13th, and 18th levels.
-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.
-Starting at 5th level, you reject defeat with all your being, unwilling to rest until your thirst for vengeance or anger has been quenched. If you would drop to 0 hit points, you may instead have 1 hit point remaining. You must finish a long rest before using this feature again.
-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 20th level in this class.
-Starting at 7th level, as one who breaks the iron grip of the divine in this world, you can perceive beyond the normal mortal sights. You gain 30 feet of blindsight.
-Starting at 10th level, godslayers can return even from the brink of death due to their pure overpowering will. You gain advantage in death saving throws.
-Starting at 11th level, you cannot be deterred by any god and you will harm all of them and murder them brutally once you get your hands on them, particularly the one which wronged you the most, as well as their ilk. Choose one creature type from celestial, fiend, or undead. You have advantage on saving throws to resist spells or effects caused by a creature of the chosen type. Additionally, when you make an attack roll against the chosen creature type, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on your chosen creature type, you may roll the damage dice of the attack three times, instead of twice.
-You have advantage on saving throws to resist spells or effects caused by celestials. Additionally, when you make an attack roll against celestials, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on celestials, you may roll the damage dice of the attack three times, instead of twice.
-You have advantage on saving throws to resist spells or effects caused by fiends. Additionally, when you make an attack roll against fiends, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on fiends, you may roll the damage dice of the attack three times, instead of twice.
-You have advantage on saving throws to resist spells or effects caused by undead. Additionally, when you make an attack roll against undead, you can give yourself advantage on the attack roll. You can gain advantage this way a number of times equal to your godslayer level, and you regain all expended uses after a short or long rest. Finally, when you land a critical hit on undead, you may roll the damage dice of the attack three times, instead of twice.
-At level 14, you have a well of power within you which can reverse heavy injuries at will in a pinch. On your turn, you can use a bonus action to regain hit points equal to 2d10 + your godslayer level. Once you use this feature, you must finish a short or long rest before you can use it again.
-At level 15, after being smacked down so many times, you no longer quite feel the pain. All the carving and goring done to your body shows just how inured to pain, ascended from mortality, and detached you have become from your mortal shell. You gain resistance against one damage type of your choice from bludgeoning, piercing or slashing, and one other damage type of your choice from poison, acid, thunder, and lightning.
-At 17th level, the world made by gods is laid bare before you, and you see through all its lies. As a bonus action, you train the strength of your eyes to see the truth. For 1 hour, you gain 120 feet of truesight. You can use this feature once, regaining use when you finish a long rest.
-At 20th level, your feats against the divine render you like one of their ranks, with an incredible form which renders the weak unable to raise a finger against you. Your raw power and strength exudes like a pressuring aura. Your speed increases by 10 feet. Additionally, you can use an action to exude an aura of impressive power for 1 minute. When you are attacked in this state, the attacking creature must make a Wisdom saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, it has disadvantage on the attack. On a successful save, the creature is immune to this effect for 24 hours. Creatures are aware of this effect before attacking you, as your aura manifests in a shimmering golden form around you. Creatures with an Intelligence score of 3 or less are immune to this effect. Once you use this feature, you can't use it again until you finish a long rest.
-Weave slashers are specific to the powers which defy magical gods. They nullify its effects to sunder the magical web the gods made. In turn, they themselves eschew magic and its use.
- - - - -They cannot pull the wool over your eyes any longer. Starting 3rd level, you gain devilsight out to 120 feet, which is darkvision that cannot be impeded by magical darkness.
-You, through the sheer brunt of tenacity, develop a resistance against the spells the gods may use to hamper the achievement of your goals. Starting 9th level, you gain advantage on Wisdom and Charisma saving throws.
-Using your powers, you herald the ending of the tyranny of gods and the effects of their powers. Starting 13th level, as a reaction, you may select up to five creatures, including yourself, within 30 feet. You can end all diseases and conditions afflicting each creature you choose. Once you use this feature, you can't do so again until you finish a long rest.
-You become able to stop spells in their tracks, as well as stop their output. Starting 18th level, if a ranged spell attack would target you, you may expend your reaction to parry it and halve the damage you would have taken. Additionally, you may move up to half your movement speed and make a special melee weapon attack with your bonus action. If you hit, you deal damage as normal, and you disrupt the target's magical energies, and they cannot cast any spells until the beginning of their next turn. You may use this feature a number of times equal your Strength modifier, regaining all uses after you finish a long rest.
-Divine slayers have their head in the game and their eyes on the prize, always. They hit hard to deal with the big fishes.
- - - - -When you're hit, you make sure to hit back as hard as you can, where it hurts most. Starting 3rd level, when you take damage from a creature within 5 feet of you, you may expend a reaction to study them more closely. On your next turn, you have advantage on your first attack roll against the creature. Also, you become proficient in the Perception skill. If you are already proficient in this skill, you instead gain expertise.
-You vie in battle for the spillage of blood, which nourishes you with its sight and substance. Which requires that you hit the right spot. Starting 9th level, You gain an additional +2 bonus to attack rolls made with a weapon which you are proficient in.
-Those you attack are sources to fulfill your literal bloodlust. This replenishes your killing intent and whets your power. Starting 13th level, when you make a successful critical hit against a creature, you regain hit points up to half of the amount of damage dealt.
-Your hits are so trained to strike vulnerable parts that you can feel where veins sit beneath the skin. Starting 18th level, your weapon attacks score a critical hit on a roll of 19 or 20.
-Divine slayers have their head in the game and their eyes on the prize, always. They hit hard to deal with the big fishes.
- - - - -You may throw aside all concern for defense to attack with fierce desperation. Starting 3rd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
-Your power collects when you feel that rush. Starting 9th level, when you make a roll that would receive advantage from two different sources, you may stack the advantage, rolling one extra die and taking the highest value of the three.
-You utilize weapons to their fullest in your mission for divine blood. Starting 13th level, as part of a short rest or a long rest, you may focus and imbue a weapon which you are proficient in with your resolve. Until the end of your next long rest, you may add your proficiency bonus to your damage rolls with this weapon.
-Your power climbs to new heights, making your strikes more savage when pushed to the limit. When you use your Surge feature, you double all your damage for the next minute.
-A survivor never stops. they always get back up. Even if fire comes, they will endure and live, like cockroaches. The gods can try everything in their disposal to kill you, and you can take them all.
- - - - -Your body is unbending to the cries of pain and submission roiling within you, which the gods wish to elicit. Starting 3rd level, you may add your Constitution modifier to the amount of damage reduction, as per your Adding Scars feature. Also, you become proficient in the Survival skill. If you are already proficient in this skill, you instead gain expertise.
-At 13th level, this bonus increases to twice your Constitution modifier.
-You bolster your defenses as you prepare for the final assaults those pathetic, desperate deities send your way. Your body is readied, and ascends mortality in its basic needs. Starting 9th level, you no longer need to eat, drink, breathe or sleep. You are immune to diseases, poison damage, and being poisoned. You also gain advantage in Constitution saving throws against exhaustion.
-The elements cannot claim you to death. Starting 13th level, you may use Rebuke twice before you require a short or long rest. You additionally gain resistance to one damage type of your choice from psychic, radiant, necrotic, fire, and cold.
-You can survive anything the days of wrath will throw at you. Starting 18th level, at the start of each of your turns, you regain hit points equal to half your level if you have no more than half of your hit points left. You don't gain this benefit if you are unconscious.
-A survivor never stops. they always get back up. Even if fire comes, they will endure and live, like cockroaches. The gods can try everything in their disposal to kill you, and you can take them all.
- - - - -The sheep-like masses following their god will flee in the sight of you, but you will catch of them before they can make a step past with your powerfully honed reactions. You may now take a number of reactions equal to half your Strength modifier (rounded up) per round.
-You smash and slash, hacking away relentlessly as long as there are still body parts left. At 9th level, you can use your action to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures hit by the attack.
-One can get tired fighting so many mooks for prolonged periods of time, but not you. You regain energy by winning small battles. Starting at 13th level, when you land a critical hit on a target, you may regain use of your Surge feature.
-Starting 18th level, you can push others from you through the sheer power you exude in a single burst. When you use the Surge feature, you can cause all creatures within 30 feet of you to make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier. On a failed save, they are pushed back 15 feet, take 4d10 force damage, and are knocked prone. On a successful save, they take half the damage, are not pushed, and are not knocked prone.
-You draw from the mobility of a monkey. You gain a climbing speed equal to your walking speed, and you have advantage on Dexterity saving throws.