Fighter
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.

Previous Versions

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