Base Class: Fighter
The archetypal Redeemer is a fighter, blessed from on high with divine power in order to complete an important quest. Bastions of hope, Redeemers can be counted on to protect the innocent while also destroying their enemies.
Spellcasting
When you reach 3rd level, the power to accomplish the quest you have been assigned has been given to you.
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 Redeemer 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level fighter, you have three 1st-level spell slots. With a Wisdom of 14, your list of prepared spells can include five 1st level spells. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you are granted the knowledge of how to cast these spells. 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 or 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
Holy Shield
When you take on this archetype at 3rd level, your ability to protect others increases tenfold. When a hostile creature hits an attack on a creature within 30 feet of you, you can spend your Reaction to move between the two creatures and be dealt the damage from the attack.
Last Man Standing
By 7th level, when you make a weapon attack, you can cast any healing spell of first level or lower as a Bonus Action. The spell level limitation is removed at 15th level.
Gained Experience
When you advance to 10th level, you have picked up new knowledge as you complete your quest. You gain proficiency in two skills of your choice, and expertise in one skill you already had.
Restoration
Starting at 15th level, when you cast a healing spell on a creature other than yourself, you can double the amount of hit points the spell restores.
Perseverance
At 18th level, your grit allows you to persevere through the toughest of situations. When you are reduced to 0 hit points, roll a d4. On 1-3, nothing happens. On a 4, you get back up at 2d10 hit points and can make a weapon attack on the creature that reduced you to 0.
Previous Versions
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4/13/2021 2:22:40 AM
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3
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1.1
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Coming Soon
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4/13/2021 3:24:16 PM
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4
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0
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1.1 (typing error fix)
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Coming Soon
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Posted Apr 13, 2021Version with fancy spellcasting charts n' stuff here:
https://docs.google.com/document/d/e/2PACX-1vS7HsVBo3lU6bH0oKnJL2nFimyxWJQiMaAR_oAXGiaOukq9YGkLdeG6OicPwt0978mISpszKEpYyQ83/pub