Base Class: Fighter
At 3rd level, you gain the ability to supplement your martial skills with magic supplied by a divine source. Your magic allows you to become a beacon of furious radiance, with the power to purge your enemies from existence.
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 cleric 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 Absolver 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.
Spells Known of 1st-Level and Higher
You can prepare three 1st-level cleric spells of your choice.
The Spells Known column of the Absolver Spellcasting table shows when you can prepare more cleric spells of 1st level or higher. When you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric 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 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
Absolver 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 |
Purifying Strikes
As an action, you can suffuse the weapons of up to six allies with radiant fire. Each strike made with these weapons deals one d6 radiant damage. The effect lasts for one minute and restores itself upon a short rest. At 10th level the damage increases to one d8 and it increases to one d10 at 18th level.
Blessed Warrior
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Guiding Light
At 10th level, as an action, you can imbue your weapon with a blinding radiant light. Each attack made with the glowing weapon deals an extra d8 of radiant damage. This damage becomes a d10 at level 15, and a d12 at level 20. Additionally, the next strike made towards a creature hit by you has advantage. The light fades after one minute. You can use this ability once per short rest.
Blazing Absolution
At 15th level you can use an action to let divine fury engulf you, turning you into a pillar of burning radiance. Any who look upon you, enemies and allies alike, must make a Constitution saving throw or be blinded. A creature that turns away from or loses sight of you may reattempt the saving throw, removing the blind condition if successful. Additionally, any creature that hits you with a melee attack takes two d10 radiant damage. The damage becomes two d12 at 20th level. You can use this ability once per long rest. You also gain immunity to radiant damage due to your connection to the source of your magic.
Divine Cleanser
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
So to start things off, the idea of making an Eldritch Knight but for the cleric spell list is pretty nice, and I like it.
There are many, MANY problems with this class though.
The first problem is the lack of lore. Usually subclasses come with flavorful lore. This class doesn't have any for some reason. Where does the absolver get its powers? It doesn't really say. Even if you want it to be open-ended and up to interpretation, you still need to provide some lore.
Next, the Purifying Strikes feature. The main problem with this is WORDING. The way this feature is worded betrays what I think your original intention for the feature is. "As an action, you can suffuse the weapons of up to six allies with radiant fire. Each strike made with these weapons deals one d6 radiant damage." With the way this is worded, it makes it sound like the weapon now deals 1d6 radiant damage, meaning that if I used this feature on an ally that is wielding a greatsword, they now deal 1d6 instead of 2d6. If so, this feature is HORRIFICALLY underpowered.
Of course, I don't think that's what you were going for. I think you meant something more along the lines of: "As an action, you can suffuse the weapons of up to six allies with radiant fire. Each attack made with these weapons deals an additional 1d6 radiant damage." If this is the case, this feature goes from extremely weak to overpowered. An extra 1d6 on ALL attacks for 1 minute is absolutely insane at 3rd level. An Echo Knight fighter with decently high Constitution can make four attacks with Action Surge and Unleash Incarnation. At 5th level, you're gonna see a lot of classes get extra attacks. When this happens, it becomes even crazier. It's basically a mini-flametongue. This isn't even considering that radiant is such a strong damage type.
Instead, in order to be more balanced you can make it so that they add the 1d6 radiant once per turn: "As an action, you can suffuse the weapons of up to six allies with radiant fire. Once per turn, the suffused weapon may deal an additional 1d6 radiant damage when a weapon attack is made with it." Still a really good feature, but not overpowered.
Also, the wording on this feature can use a touch-up. Saying "The effect lasts for one minute and restores itself upon a short rest," is not really how you should say it. I would say something more like: "The effect lasts for one minute or until you dismiss it (no action required). You may use this feature once and you regain its expended use when you finish a short or long rest."
Guiding Light... again, so strong. Also, pretty boring if I'm being honest.
Blazing Absolution is so vague. First off, make it so that allied creatures don't get blinded by you. This is a 15th level feature, it shouldn't be doing that. Next bit, how long does this feature last? There's no duration, does it just last until you finish a short rest? If so, that is a bit strong. Third, IMMUNITY to radiant damage???? No, just no. Tone it down to resistance to radiant damage, but not immunity for crying out loud.
The whole idea for this subclass is decent, and it really should work. But a mix of bad wording, unclear features and clunky and horrid balancing brings this class down a LOT. First. make actual lore for this subclass. Next, work on making its features clearer in definition. Then, PLEASE either nerf or completely rework Purifying Strikes and Guiding Light. After that, start on cleaning up the wording. If you do that, you should end up with a pretty decent subclass.