Cleric
Base Class: Cleric

This subclass is based on and inspired by, the bishop class in the Fire Emblem series.

Bishops are holy people who have the power to heal allies and slay monsters efficiently. 

The abilities shown in this subclass are based upon a mixture of abilities found on unit classes in the bishop class tree. The capstone ability, Renewal, is a combination of the renewal and white magic uses x2 abilities learned by bishops in Fire Emblem: Three Houses.

The subclass spell choices are based on the spells/staves used by the bishop class in the Fire Emblem games.

Enjoy! and leave a comment with your thoughts/suggestions!

Miracle

At 1 level, your choice to devote yourself to the divine is rewarded with the ability to withstand potentially lethal blows. When you are reduced to 0 hit points, you can drop to 1 hit point instead.

Once used, you can't use this feature again until you finish a long rest.

Monster Sense

At 1 level, you can sense the presence of dark creatures that would do you or your companions harm. As an action, you can hone your senses to detect such creatures. Until the end of your next turn, you know the location of any elemental, fey, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (elemental, fey, fiend, or undead) of any being whose presence you sense, but not its identity.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Channel Divinity: Monster Slayer

Starting at 2 level, you can use your channel divinity to enhance your abilities against various monsters.

As an action, you raise your holy symbol and speak words of retribution that curse monsters near you. Each elemental, fey, fiend, or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has vulnerability to the damage dealt by your spells for 1 minute. The creature can attempt another saving throw at the end of each of its turns to end this effect.

Healtouch

Beginning at 6 level, whenever you use a spell of 1 level or higher that restores hit points to a creature, the creature regains additional hit points equal to the spell’s level.

Lumina

At 8 level, whenever you cast a spell that deals damage, you can have it deal radiant damage instead of its normal damage type.

Renewal

Starting at 17 level, at the start of each of your turns, you regain hit points equal to the number of unused spell slots you have. You must be conscious to regain hit points in this way.

In addition, whenever you cast a spell of 1 level or higher that restores hit points to a creature and uses a spell slot, roll a d6. If the result is 6, you do not expend a spell slot to cast that spell.

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