Base Class: Fighter
Members of the Faith Militia combine the holy practice of worship with martial expertise. Faith Militia are taught magical techniques similar to those practiced by clerics, choosing to focus on the necromancy and abjuration schools of magic. Necromancy allows the Faith Militia to control the flow of life and death, and abjuration spells for additional protection during battle. Compared to clerics these soldiers learn a smaller number of spells, but commit them all to instinct with a holy bond with their weapon.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Faith Militia Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list.
The Spells Known column of the Faith Militia Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since your spells are bound to you by instinct and faith. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Faith Militia Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Holy Weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond (for weapons with the ammunition property the bond is with the weapon and not the ammunition).
Once you have bonded a weapon to yourself, it becomes the conduit for your magic casting. If it is on the same plane of existence, you always know where your weapon is. If within 30ft of your weapon you can cast from it directly, given that you have unobstructed sight of the weapon and the spell target (if it is a targeting spell). This distance increases by 10ft at levels 6, 11 and 15.
Without the weapon in posession you are unable to cast spells that require touch, and spells that have area affects are centred around the weapons position.
You can only be bonded to one weapon at a time. If you attempt to bond with another weapon your bond with the existing weapon will be severed.
Holy Admission
At 7th level, you learn how to make your weapon strikes undercut a creature’s spells. Once per turn when you hit a creature with a weapon attack, you are granted resistance to the next damaging spell they cast against you.
Devine Augury
At 10th level, when you use your action to make a weapon attack you peer into the near future with your faith. You can choose to give yourself advantage on your next attack or give disadvantage to the next attack made against you. Devine Augury occurs on the first weapon attack made on your turn.
Leap of Faith
At 15th level, you gain the ability to move through space and disrupt battle. If your holy weapon is within 60ft of you, you can move to it or swap positions with any creature within 30ft of you, when you Action Surge.
When swapping positions with a creature, the creature can make a WIS save against your spell save DC, on a failure you swap positions with the creature; if the creature succeeds you move to the closest unoccupied space near the creature. Creatures can choose to willingly fail this save.
You can use Leap of Faith before or after the additional action.
Improved Holy Admission
Starting at 18th level, when you use Holy Admission you gain immunity to the next damaging spell cast against you by your target.
Previous Versions
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1/27/2023 1:14:43 PM
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