Base Class: Fighter
The Celestial Warrior is granted some extra benefits from deities and nature. ...
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, paladin and druid spell lists.
Strength Score +2; (optional) Radiant Damage +3d6 per attack; Radiant Damage Immunity; Necrotic Damage Resistance.
Cantrips
You learn three cantrips of your choice from the cleric, paladin and druid spell lists. You learn an additional cleric, paladin or druid cantrip of your choice at 10th level.
Spell Slots
The Celestial Warrior Spellcasting table shows how many spell slots you have to cast your cleric, paladin and druid 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 short 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.
Slightly more than usual, cantrips and spells known per level.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric, paladin and druid spells of your choice, three of which spells on the cleric, paladin or druid spell list.
The Spells Known column of the Celestial Warrior Spellcasting table shows when you learn more cleric, paladin or druid spells of 1st level or higher. Each of these spells 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, paladin or druid spells you know with another spell of your choice from the cleric, paladin or druid spell list. The new spell must be of a level for which you have spell slots, 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 or druid spells, since you learn your spells through worth and quality. 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, paladin or druid 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.
Celestial Warrior Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
4 |
3 |
2 |
1 |
-- |
-- |
|
4th |
4 |
4 |
3 |
1 |
-- |
-- |
|
5th |
4 |
4 |
3 |
1 |
-- |
-- |
|
6th |
3 |
5 |
3 |
1 |
1 |
-- |
|
7th |
2 |
8 |
4 |
2 |
1 |
1 |
|
8th |
2 |
8 |
4 |
2 |
1 |
1 |
|
9th |
2 |
8 |
4 |
2 |
1 |
1 |
|
10th |
3 |
8 |
4 |
3 |
1 |
1 |
|
11th |
3 |
8 |
4 |
3 |
1 |
1 |
|
12th |
3 |
8 |
4 |
3 |
1 |
1 |
|
13th |
3 |
11 |
4 |
3 |
2 |
2 |
|
14th |
3 |
11 |
4 |
3 |
2 |
2 |
|
15th |
3 |
11 |
4 |
3 |
2 |
2 |
|
16th |
3 |
12 |
4 |
3 |
3 |
2 |
|
17th |
3 |
12 |
4 |
3 |
3 |
2 |
|
18th |
3 |
12 |
4 |
3 |
3 |
2 |
|
19th |
3 |
12 |
4 |
3 |
3 |
2 |
|
20th |
3 |
13 |
4 |
3 |
3 |
3 |
Divinity Bond
At 3rd level, you are immune to incapacitated.
(Optional) Radiant Damage +5d10 per attack.
Divine Addition
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You are immune to frightened and invisible to prevent benefits of support spells like Bless, Heal, and Healing Word, etc..
Dexterity Score +4.
Divine Favor
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. You are immune to stunned, unconscious from ways like Sleep and restrained.
Constitution Score +6.
Divinity Teleportation
At 15th level, you gain the ability to teleport up to 50 feet to an unoccupied space you can see. You can teleport before or after the additional action. You are immune to paralyzed, petrified, poisoned and prone.
+ Feats: Mobile & Alert.
Extra Divine Addition
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. You are immune to blinded, charmed, deafened, exhaustion and grappled.
Wisdom Score +3.
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