Base Class: Fighter
you can channel the divine like a paladin but not dedicated to the craft like most others. You just tap into it and with your mastery of the blade you are a demi god of the battle field.
Divine Blade
you also gain proficiency in the religion skill. You also chose a god to serve as you grow so will the power you are given with the god.
Death
Tempest
Life
War
Magic
Death
your blade is filled with death energy.
Life
Your blade heals around you and you gain heals too.
Magic
Your blade fills with magic and the pure arcane fills your body.
Tempest
You call upon nature its self and channel it into your blade and make your blade as fast as the wind and as strong as thunder.
War
Your blade has the power of many strong fighters before you and with that the knowledge.
Channel Divinity
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Channel Divinity: Divine Fortitude
as an action you gain the affect of being a godly blessing. your body starts to feel an unearthly rush which no mortal can. You gain the following affects for 1 minute.
+1 to hit and damage
2d4 temp hp
advantage on Dex saves
at level 7 you learn destory undead
Destroy Undead
Starting at 7th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. 1 or lower=10 2=12 3=14 4=18
Celestial Mage
you can use the branding smite spell equal to your wisdom mod per day
once per turn depending on your patron you can deal extra 1d6 damage on one of your melee attacks.
Death 1d6 necrotic
Tempest 1d6 Lightning or cold
Life 1d6 radiant
war 1d6 force
magic 1d6 fire
at level 13 the dice becomes a d8
Death
your have the blade of a necromancer
Life
you have a love for life and fight to protect it and the god of it.
Magic
you chose magic for your blade and your blade moves very swiftly.
Tempest
you have channeled the storm into the blade.
War
you have become a squire to the king of war and with that some power.
Godly Champion
The gods have now claimed you as one of your own and with that you can tap into there power and channel the pantheons power into combat. you gain the following benefits for 1 minute this can be used once per long rest. You may use it after your one charge but you gain one level of exhaustion afterwards.
+1 ac
resist bludgeoning piercing slashing
one extra attack
+10 movement
and your weapon glows in a 10 foot radius
Semi Mortal Body
Your body become more godly the closer you become to your god and with that your health becomes divine. You know age less mortal, every 2 years is now equal to 1 year. You good gives you a part of them and with it your body is change growing stronger.
Death: resist necrotic or poison damage and resist the poison condition.
Tempest: resist lightning or cold damage.
Magic: resist fire
Life: resist radiant and immune to disease
War: gain proficiency in dexterity saving throw
Death
you have become a kinda king of death and gain the boost a necromancer should.
Life
you have become a true patron of life in and out of combat.
Magic
Your body is now filled with magic energy and with it some benefits.
Tempest
You have become a king of the storms and use it to your advantage
War
you have the soul of warrior and now the body of one
Divine Strike
A holy coating covers your blade and moves to your enemy on contact. as a bonus action you put a heavenly curse on your weapon. when you hit a creature within five feet of you and they must make a charisma saving throw on a fail your next attack has advantage. The save is equal to (8+wis+prof) You can do this equal to your proficiency bonus per long rest. You also can use the bless and bane spells 3 time per day.
Golden Ward
You have A holy glow that grows you and a faint goes around your allies giving them some mental and physical fortitude. Your allies can add their wisdom mod to their saving throws while within 5 feet of you. You also add your wisdom mod to all strength saves.
Previous Versions
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1/1/2024 3:45:42 PM
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Coming Soon
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