Base Class: Fighter
Sub-Class Details
Eyes pressed downward with heart lift upwards to heaven with a prayer on their lips, an elf fighter begins to glow with an inner light that spills out to buff his battle-worn companions.
Singing a song for protection, a dwarf swings his sword in a whirl wind attack to strike down their foes that press their attacks against him, shouting praise to the Lord with every foe’s fall.
Divine fighters are the direct implementors of the Lord's will wherever the fighter finds themselves. Their weapons of choice vary, their choices based upon what talents and abilities that have been gifted to them. With their limited blessed magical abilities, they use those abilities to reinforce their talents and depend on their stout hearts and faith to carry them through the tribulations that they find themselves in.
Warriors first, Spell caster second
Divine magic, as the name suggests, is the power of the Lord, flowing from him into his creation. Divine fighters channel that power to buff and fortify themselves and those allies around them, manifesting it as miraculous effects. The Lord doesn’t grant this power to the proud & charismatic or the priestly and revered, but only to a select few chosen for their faith, wisdom, and boldness to fulfill a high calling that requires grinding effort.
Harnessing divine magic doesn’t rely on study or training. A Divine fighter will learn to pray in their times of need, but the ability to cast their spells relies on devotion and an intuitive sense of the Lord's will.
Like Clerics, they combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes as only a faithful lay person could. They can provoke awe and dread, remove curses, diseases, or poison. Fearing not the dark, they can call down radiance from heaven to consume their enemies. They dispense justice with their weapons and blessings to carry out the will of their Lord.
Divine Agents
Not every warrior can become a Divine Fighter. True holy warriors shun the glory of their accomplishments and instead concentrate on their mission.
When a Divine fighter takes up travel, it is usually because the Lord pushes them into a place that needs their unique skills and abilities. Pursuing the will of the Lord often involves braving dangers beyond the walls of civilization, smiting evil, or seeking powerful items and holy empowered items that will assist them in their upcoming duties. They are expected to protect those that need protection, which can mean fighting rampaging orcs, negating the threat of undead creatures, traversing dim dungeons & the underdark to fight seemingly unreal threats, or sealing a portal that would allow a demon prince to enter the world.
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 additional cantrips of your choice from the selected spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Divine Knight Spellcasting table shows how many spell slots you have to cast your 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 of faith 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 on the cleric spell list.
The Spells Known column of the Divine Knight Spellcasting table shows when you learn more spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since divine magic doesn’t rely on study or training. 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
Divine Knight 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 |
Blessed Sight
Blessed Sight
3rd-level Divine Knight feature
The Lord blesses you with vision that can pierce through the darkest of night so that your courage does not falter. You have Darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. If you already have Darkvision then you can add this 60' to your current Darkvision.
As an action, you can magically share your Darkvision range of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared 60' Darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a short rest, unless you expend a spell slot of any level to share it again.
Divine Step
Divine Step
3rd-level Divine Knight feature
As a bonus action, the Divine Fighter may teleport 20 feet to an unoccupied location up to the fighter's proficiency level per long rest.
Divine Strike
Divine Strike
7th-level Divine Knight feature
When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 radiant damage or 1d6 radiant damage against undead or fiends.
Divine Step Improvement
Divine Step Improvement
10th-level Divine Knight feature
As an improved bonus action, the Divine Fighter may teleport 20 feet to an unoccupied location up to the fighter's proficiency level per short rest.
Ritual Caster
Ritual Caster
10th-level Divine Knight feature
As a 10th level Divine Knight, you learn how to cast certain cleric spells as rituals up to your current spell casting level abilities.
You learn the Ritual Caster (Cleric) feat.
Ritual Caster (Cleric)
Ritual Caster
10th-level Divine Knight feature
As a 10th level Divine Knight, you learn how to cast certain cleric spells as rituals up to your current spell casting level abilities.
You learn the Ritual Caster (Cleric) feat.
Divine Strike Improvement
When you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d4 radiant damage or 2d6 radiant damage against undead or fiends.
Aura of Restoration
Aura of Restoration
15th-level Divine Knight feature
Once per long Rest you gain the ability to cast a 20 foot aura of restoration.
As an action, you pray, and a sphere of radiant restoration emanates from you. The sphere is centered on you, has a 20-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your Divine fighter level.
- You end one effect on it causing it to be charmed, frightened,or incapacitated.
Angel of Vindication
Angel of Vindication
18th-level Divine Knight feature
At 18th level, you can assume the form of an angelic vindicator. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate a 30-foot aura of power. You and your allies within your aura dispense an additional 2d4 of your choice of either Radiant or Force damage to any damage dealt to any creature using a single target attack. Additionally, you and your allies within the aura have advantage against any undead or fiends.
Once you use this feature, you can’t use it again until you finish a long rest.
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