Fighter
Base Class: Fighter

Battle Chaplains are warriors first and priests second.  They safeguard the souls of the faithful, disrupt enemy magic, and, in worst-case-scenarios, provide last rites to the fallen and usher them into their respective afterlife.  These warrior-priests march to battle and swear their lives to preserving the souls and bodies of their comrades, granting the injured relief from pain, and driving the wicked from the world.

Bonus Proficiency

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

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 three 1st-level Cleric spells of your choice, two 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 Cleric 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 study and memorization. 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

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Sacred Ward

Starting at 3rd level, the rites of your faith shield you from enemy magic.  When a creature targets with a spell or a spell attack, you can use your Reaction to gain a bonus to AC equal to your Wisdom Modifier (with a maximum of +1) against spell attacks and Advantage on Spell Saving Throws until the beginning of your next Turn.

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

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 the Constitution Saving Throws to maintain its concentration from the blow.  If you cause a spell to end in this way you can recover an expended spell slot equal to or lower than than the level of the spell ended.

Rise Above

At 15th level, those who fight by your side are armored against the grip of death.  Friendly creatures within 30' of you can add your Wisdom modifier to their Death Saving Throws. and rolls of 1 do not count as two failures.

Blessed Tools of War

Starting at 18th level, your weapons and armor are imbued with holy radiance.  Any weapons you wield are considered magical, and while you wear medium or heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Comments

Posts Quoted:
Reply
Clear All Quotes