Base Class: Fighter
Militaries and mercenary companies often contain members of various clergies among their ranks. These chaplains typically come from religious sects whose tenets promote war, healing, peace, protection, or freedom, and they tend to the emotional, physical, and spiritual well-being of their charges. In the eyes of your companions, you are as much counselor and spiritual leader as you are a fellow warrior.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Medicine, or Religion.
Insight
You are proficient in the Insight skill.
Medicine
You are proficient in the Medicine skill.
Religion
You are proficient in the Religion skill.
Field Medic
Starting at 3rd level, your can use an action to spend one of your Hit Dice and regain hit points. The hit points regained with this feature can be applied to yourself or to another creature you touch. Alternatively, you can heal another creature you can touch when you spend Hit Dice during a short rest, instead of applying those hit points to yourself. If you are under an effect that increases the amount of healing you receive when spending Hit Dice, such as a spell or feat, that effect applies to this damage.
In addition, the number of Hit Dice you regain after a long rest is equal to half your total number of Hit Dice plus one. For example, if you have four Hit Dice, you regain three spent Hit Dice, instead of two when you finish a long rest.
Rally the Troops
At 7th level, you can use an action to urge your companions to overcome emotional and spiritual obstacles. Each friendly creature of your choice that can see or hear you (which can include yourself) ignores the effects of being charmed and frightened for 1 minute.
If a creature is affected by this feature is already suffering from one of the conditions it can ignore that condition is suppressed for the duration and resumes when this feature ends. Once you use this feature, you can't use it again until you finish a short or long rest.
Each target can ignore additional conditions when you reach certain levels in this class: one level of exhaustion and incapacitated at 10th level, up to two levels of exhaustion and stunned at 15th level, and up to three levels of exhaustion and paralyzed at 17th level.
Tend the Injured
At 10th level, if you spend Hit Dice to recover hit points during a short rest, any hit points regained that exceed your hit point maximum, or that of the creature being tended to, can be applied to, can be applied to another creature within 5 feet of you. In addition, you regain one spend Hit Die when you finish a short rest.
Rally Point
Starting at 15th level, when a friendly creature you can see takes damage, you can use your reaction to move that creature up to its movement speed towards you. The creature can choose the path traveled, but it must end the movement closer to you than it started. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You can regain all expended uses when you finish a long rest.
Hospitaler
Starting at 18th level, you recover a number of spent Hit Dice equal to a quarter of your total Hit Dice when you finish a short rest. In addition, you recover all your spent Hit Dice when you finish a long rest.
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