Fighter
Base Class: Fighter

Many religious orders maintain a small number of highly trained warriors who specialize in seeking out and exposing evil, and protecting the material plane from nefarious extra-planar influences. These warriors are known as Magisters, and they can indicate that something sinister is afoot merely by their presence.

Magisters combine the highly skilled nature of fighters with the prayers and devotion of clerics, and are especially keen at seeking out and destroying evil wherever they go.

Ardent Strike

At 3rd level, you have gained the ability to channel your fervor into your weapon attacks. You may use a bonus action to charge your weapon with divine energy. The next time you hit an enemy this turn, the attack deals an additional 1d6 radiant damage.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast cleric 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.

Preparing and Casting Spells

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells as shown on the Magister table. The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level Magister, you have four 1st-level and two 2nd-level spell slots, and your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you gain your spells through prayers and dedication. 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

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Magister Spellcasting

Fighter Level

Cantrips

Known

Spells

Prepared 

— 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

Fervent Precision

At 7th level, you have gained the ability to identify and exploit an enemy's weakness by channeling your devotion into a burst of ferverous action.

When you use your action surge feature, until the end of your turn your movement speed increases by 20 feet and you gain advantage on next attack roll you make. If this attack hits, it becomes a critical hit.

Resolute Protection

By 10th level, you have mastered the technique of channeling your faith to provide protection against otherworldy foes.

You gain the ability to cast the Protection from Evil and Good spell as a bonus action without expending a spell slot or material components. Once you use this feature you must finish a short or long rest before using it again.

Superior Ardent Strike

At 15th level, your fervor has become constant and innate. When you use the Divine Burst feature, each of your attacks that hit before the end of your turn deal an additional 1d6 radiant damage.

Dvine Agent

At 18th level, you have become so attuned to extraplanar forces that you are always under the effects of the Detect Evil and Good spell, and you have advantage on saving throws caused by creatures the spell reveals.

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