Fighter
Base Class: Fighter

Battle chaplains are warriors first and priests second. They safeguard the souls of the faithful, disrupt enemy magic, and, in the worst-case scenarios, provide last rites to ensure that the fallen are not subjected to an eternity of torment.  These warrior-priests march to battle and swear their lives to preserving the souls and bodies of their comrades from the clutches of infernal horrors, granting the injured surcease from pain, and driving the wicked from the world.

1.1 - Corrected spell slots and spells known.

1.2 - Fixed the casting.

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 wizard spell list.

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 Battle Chaplain Spellcasting table shows how many spell slots you have to cast your Cleric 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 Healing Word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing Word using either slot.

Spells Known of 1st-Level and Higher

You know two 1st-level Cleric spells of your choice, both of which you must choose from the abjuration and evocation spells on the Cleric spell list.

The Spells Known column of the Battle Chaplain Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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 spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, 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 spells, since you learn your spells through your devotion to your deity. 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

Battle Chaplain Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

2

2

4th

2

3

2

5th

2

3

3

6th

2

3

3

7th

2

4

3

8th

2

4

4

2

9th

2

5

4

2

10th

3

6

4

2

11th

3

7

4

3

12th

3

7

4

3

13th

3

8

4

3

2

14th

3

9

4

3

2

15th

3

9

4

3

2

16th

3

10

4

3

3

17th

3

10

4

3

3

18th

3

11

4

3

3

19th

3

11

4

3

3

1

20th

3

12

4

3

3

1

Bonus Proficiency

Beginning when you choose this archetype at 3rd level, you gain proficiency in the Religion skill.

 

Sacred Ward

Starting at 3rd level, the rites of your faith shield you from enemy magic. When a creature targets you with a spell attack, you can use your reaction to gain a bonus to your AC equal to your Wisdom modifier (with a minimum bonus of +1) against enemy spell attacks, and if the enemy spell causes you to make a saving throw, you make the roll with advantage.

 

Battle Prayers

Beginning at 7th level, when you use a spell to restore hit points to a creature, you can make one weapon attack as a bonus action.

Spell Breaker

Starting at 10th level, your strikes can mute an enemy’s ability to work magic. When you hit a creature with a melee weapon attack, it has disadvantage on Constitution saving throws to maintain concentration. If you cause a spell to end in this way, you can restore an expended spell slot equal to or lower than the level of the spell you ended.

Rise Above

At 15th level, those who fight by your side are armored against the grip of death. Friendly creatures within 30 feet of you can add your Wisdom modifier to their death saving throws, and a roll of 1 on the d20 does not count as two failures.

Blessed Tools of War

At 18th level, your weapons and armor are imbued with holy radiance. Any weapons you wield are magic weapons, and while you are wearing medium or heavy armor, you have resistance to bludgeoning, piercing, and slashing damage caused by nonmagical weapons.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2021 1:06:03 AM
3
1
--
Coming Soon
10/29/2021 10:56:22 AM
3
2
1.1
Coming Soon

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