Base Class: Fighter
"A healer is someone who seeks to be in the light that he wishes he had in his darkest moments." - Vironika Tugaleva
A class inspired by craftier use of Temporary HP, damage mitigation and redirection, and helping your team mates out, even as a damage dealing class.
Known well for their archetypal fitness and well sculpted statures, the Divine Hypaspist is classically trained in the martial workings of both defensive maneuvers, and defensive magic. Rather than alluring to the aspect of a godlike interference, their divine workings relate heavily to their presence, looks, and the like, alone. Their features of beauty, inspiration, and above all else, guardianship of the preciousness that is life have brought forth gains of uncertain origins.
Your fountain of prowess and power is based in love, and could have been delivered to you among many origins. Be it the blessing of a kind and wise wizard who sees heroism in your blood, or even a creature of folklore bearing a curse to protect all whom cross your path; this gift was given to you, and your compulsion to follow the right path is as feverous as it is volatile. Your body is the best line of defense, and your allies are invaluable to you, and you would gladly take the blow should it mean that someone can bring a battle changing strike with only a little more time.
Often, warriors can feel that their own autonomy is nothing less than disposable on the battlefield. The archetypal Hypaspist knows that without their body, others would be very well maimed and even more over, killed without them. They are willing to repel that which threatens their vision of life and beauty, and do so freely on hopes that the same may be returned to them some day. Others may defend with this expectations. And eye for an eye, tooth for tooth, blood for blood.
Whatever you may choose to defend for, always react on impulse. Never allow for a second chance. Sometimes, you simply do not get one.
Divine Defenses
A protective magical force surrounds you and those you care about, manifesting as a radiant, golden sphere of protection.
When you choose this archetype at 3rd level, you gain the ability to protect your allies. You gain the ability Luster Buckler.
Luster Buckler: As an action, you choose an ally, that you can see, within 30 feet. The chosen ally gains 1d6 + your CHA Modifier temporary hit points. If a creature hits a chosen ally with a melee attack while they have these hit points, the creature takes 1d6 + your CHA Modifier radiant damage. If an ally is already affected by Luster Buckler, you cannot choose this ally again until their temporary hit points have depleted. If you choose a new target to aid, while already aiding another, the ally loses the temporary hit points and any benefits of Luster Buckler. If a chosen ally would have their temporary hit points depleted, they no longer gain any benefits from Luster Buckler.
You may use Luster Buckler a number a times per short rest equal to your CHA Modifier + 1 (Minimum of 1).
At Higher Levels. When you use this ability, your gain more temporary hit points and damage the higher a level you are. Both the temporary hit points and the radiant damage die count increase by 1d6 at 7th, 10th, and 15th Level. The number of allies you can choose increases to 2 at 10th Level, and to 3 at 18th Level. If you choose more than one ally, you cannot take the attack action on your turn, unless you are using a Shield.
Immaculate Presentation
Your are very well developed in both sturdiness and durability. Shields that you use can also be used as a weapon, allowing you to bludgeon enemies and maintain a defensive stance.
When you choose this archetype at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Shield Bash: If you are holding a shield, as an action, you can make a shield bash attack. You are proficient in using shields as an improvised melee weapon. Shield Bash is a melee weapon attack with the Light property that deals 1d6 + STR Modifier bludgeoning damage.
Lucent Embrace
You have a limited well of stamina that you can draw on to protect yourself from harm. Or others.
Lucent Embrace: On your turn, you can use a Bonus Action to embrace, caress, or hug an ally. That ally regains Hit Points equal to 1d10 + your Fighter level. Using this ability counts as using towards your use of Second Wind. You must be within 5 feet of an ally to use this ability.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Irradiant Safeguard
At 7th Level, you can object to damage that might be lethal to another. You gain the ability to perform Bastion's Duty. You may use this ability two times per long rest.
Bastion's Duty: When an ally you have chosen by the ability Luster Buckler would take damage that would reduce their number of temporary hit points to 0, as a reaction, you take any damage equal to the number of temporary hit points that were remaining, instead of the chosen ally. Any additional damage or conditions, (blinded, charmed, feared, etc.) are still applied to the original target. You must be able to see the target in order to use this ability. Upon using this ability, Luster Buckler is expunged from the chosen ally and they no longer gain benefits from Luster Buckler.
Higher Levels: This increases to three uses per long rest at 10th Level, and four uses per long rest at 15th Level.
Dazzling Physique
At 7th level, your try to goad others into focusing their efforts on you, particularly by flexing what you've got.
Dazzling Physique: As an action, you can make a CHA (Persuasion) check contested by a creature's WIS (Insight) check. The creature must be able to see you.
If you succeed on the check and the creature is hostile to you, it falls for your taunt. It has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you Critically Succeed on the check, the hostile creature must also use all of its movement on it's turn to get within 5 feet of you.
Revitalized Warding
At 10th level, you intensify your Luster Bucklers to fend off strikes directed at you, or other creatures nearby.
Emblazon: If you or a creature you can see within 5 feet of you is hit by an attack, and is currently chosen by your ability Luster Buckler, you can roll 1d6 as a reaction if you're wielding a shield. Roll the die, and add the number rolled to the chosen target's AC against that attack. If the attack still hits, the chosen target has resistance against the attack's damage.
You can use this feature a number of times equal to your CHA Modifier (Minimum of 1), and you regain all expended uses of it when you finish a long rest.
Boundless Incandescence
At 15th Level, as an action, you create an radiant barrier of magical protection, appearing from the sky and protecting you and your allies. Any allies in a radius of 15 feet from you have a +5 bonus to AC until the end of your next turn. You do not gain any bonus to your AC from this ability.
You have one use of this ability per long rest.
Transcendent Grasp
At 18th Level, you have learned how to cheat death, preventing even the most severe of injuries from succession.
Resurgent Embrace: As a reaction, if a target within 5 feet of you, chosen by Luster Buckler, would drop to 0 hit points as a result of taking damage, you embrace, caress, or hug them and grant it a measure of protection from death. The target instead drops to 1 hit point, and the ability ends. This ability lasts for 8 hours. If the ability is still in effect when the target is subjected to an effect that would kill it instantaneously, that effect is instead negated against the target, and this ability ends.
You may only use this reaction once per long rest.
Previous Versions
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2/16/2022 11:13:04 PM
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