Base Class: Fighter
Having served a god for some time now, you have attracted their attention to the point where want to make you their champion on the physical plane. They will often provide you with visions which are to be interpreted and carried out in a dutiful and lawful manner. Few follow this path as it leads to great danger, however your god will provide you with boons along your journey to aid you as protector of the realm and it's people. When you Pick this archetype, you are granted with the ability of casting a very select few of Paladin spells. (Alarm, Hunter's Mark, Blinding Smite, Searing Smite, Lesser Restoration, Crusader's Mantle, Staggering Smite, and Banishing Smite.)
Bonus Proficiency
Starting at 3rd level when you chose this Archetype, choose one of the following Skills to become proficient in: Religion, Medicine, or Persuasion.
Deus Vult! + (Bonded holy Weapon)
You will strike with the holy fury of god himself! Dedicate a bladed or blunt weapon to be your holy weapon. This weapon is considered to be bonded to you. Cannot be willingly thrown at enemies. You cannot be disarmed while wielding it, and it is considered to be magical for the purpose of overcoming non-magical resistance. You may bond to a new weapon, which takes 24 hours after preforming a religious ritual in front of a cleric. Should the weapon become lost or be removed off your person beyond your control, it will transport itself to the astral plane 30 minute later (you may summon the weapon from the astral plane as a bonus action).
At 3rd level, your holy weapon deals an addition 1d6 radiant damage. This increases to 2d6 at 10th level, and finally to 3d6 at 18th level.
Aura of Protection
Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Deus Vult! Improvement
At 10th level,
-Your Holy Weapon now deals an additional 2d6 radiant Damage.
-You gain the ability to mark enemies for death, granting you advantage on attack rolls made against that foe with your holy weapon until the end of the encounter. Doing so costs a bonus action, and can be used a numbers of times per long rest equal to your charisma modifier (minimum 1).
Divine Intervention
Starting at 15th level, Should you fall in combat, you immediately stabilize and regain 1d10+ your Charisma modifier in hit points. You may use this ability a number of times equal to 1/2 of your Charisma modifier (rounded up- Minimum 1) . After that, you must finish a long rest.
Deus Vult! Improvement
At 18th level,
-Your Holy Weapon now deals an additional 3d6 Radiant Damage.
-You may also re-roll a failed saving throw or attack roll once per encounter.
Comments