Fighter
Base Class: Fighter

This is for a subclass of fighter who wishes to adventure with the help of a deity. This fighter does not wield magic, but may channel their deity's power in four specific ways. Work with your DM to see if the deity always grants such assistance, or if certain conditions must be met. The fighter should strive to emulate the values and attitude of the deity. Putting aside the assistance of a deity, this subclass is still a formidable fighter. 

Weapon Bond

Starring at Level 3, you can perform a 1 hour ritual to create a magical bond between yourself and one weapon. Once completed, you can't be disarmed of the weapon unless you are incapacitated, and you can summon it as a bonus action to your hand (if it's on the same plane of existence). You can have up to two bonded weapons.

Channel Divinity

Starting at Level 7, as an action, three times per long rest, you may use the following options for Channeling Divinity:

Channel Divinity: Knowledge of the Ages

You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God’s Blessing

When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: Guided Healing

You can use your Channel Divinity to provide supernatural healing. As an action, you choose one creature you can touch. That creature gains HP equal to 10 times your Wisdom modifier. 

***Starting at Level 15, you may use this feature four times before a long rest.***

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Channel Divinity Increase

At level 15, you may now use Channel Divinity four times before a long rest.

Avatar of Battle

At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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