Base Class: Fighter
The Martial Archetype Divine Adept combines the ranged mastery common to all fighters with a careful study of divine healing. Divine Adept healing techniques borrow from the natural divine studies of ranger, given to the holy realm for further study by clerics, and then applied to the vast archery knowledge of fighters. They focus their study in the ranged divine to give protection and healing to their allies while still raining death upon their enemies. These Adepts learn a comparatively small number of spells, trusting in the divine nature of healing to guide them in their need.
Spellcasting
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Divine Adept Spellcasting |
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Fighter |
-Spell Slots per Spell Level- |
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Level |
1st |
2nd |
3rd |
4th |
5th |
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3rd |
3 |
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4th |
3 |
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5th |
4 |
2 |
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6th |
4 |
2 |
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7th |
4 |
3 |
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8th |
4 |
3 |
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9th |
4 |
3 |
2 |
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10th |
4 |
3 |
2 |
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11th |
4 |
3 |
3 |
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12th |
4 |
3 |
3 |
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13th |
4 |
3 |
3 |
1 |
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14th |
4 |
3 |
3 |
1 |
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15th |
4 |
3 |
3 |
2 |
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16th |
4 |
3 |
3 |
2 |
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17th |
4 |
3 |
3 |
3 |
1 |
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18th |
4 |
3 |
3 |
3 |
1 |
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19th |
4 |
3 |
3 |
3 |
2 |
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20th |
4 |
3 |
3 |
3 |
2 |
Preparing and Casting Spells
The Divine Adept table shows how many spell slots you have to cast your spells. To cast one of your divine adept spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of divine adept spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your Fighter level, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level fighter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four 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 a 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 ranger 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 divine adept spells, the power of your spells comes from natural world around you and gives you the flexibility to use them. 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 ranger 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
Expanded Spell List
The Divine Adept lets you choose from an expanded list of spells when you learn a ranger spell. The following spells are added to the Divine Adept spell list for you.
Divine Adept Expanded Spells
Spell Level Spells
1st bless, guiding bolt
2nd spiritual weapon, warding bond
3rd beacon of hope, revivify
4th death ward, stone shape
5th greater restoration, raise dead
Rejuvenating projectile
At 3rd level, through apt training in archery and divine healing as an action you can imbue your projectiles with healing magic. You can expend one spell slot to infuse a projectile with healing spells. Whenever you launch a projectile at an ally infused with healing magic it heals them for the amount based on the spell used. For example, if you put a 1st level cure wounds into a projectile and fire it an ally, you will heal them for 1d8 + wisdom spell modifier per the rules of the spell. You can only hit an ally within 60 feet. This feature can only be used once per turn.
Fighting Style
Beginning at 3rd level, if you choose the archery fighter style then you gain the additional benefit of applying the + 2 modifier to your rejuvenating projectiles as well.
Life Aegis
Starting at 3rd level, you spring in to existence a shield of life energy absorbing incoming blows and returning health in battle. As a bonus action on your turn or each subsequent turn, you can produce a Life Aegis around yourself or an ally within 30 feet granting protection and healing. The Aegis has a maximum hit points equal to twice your fighter level + your wisdom modifier. Whenever damage is dealt, the aegis takes the damage instead. If this damage reduces the aegis to 0 hit points, you or an ally takes any remaining damage. While the aegis has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you heal a target who has the aegis using a spell of 1st level or higher, the aegis regains a number of hit points equal to half the amount healed on the target. When the aegis is damaged a font of healing goes off healing the target for an amount equal to half your fighter level + wisdom modifier. Life Aegis cannot be used on an ally who has fallen in combat either unconscious or dead. This healing does not work on undead. This feature last for 10 minutes and can be used twice per long rest.
Imprint of Renewal
Beginning at 7th level, as a bonus action you choose one ally within 90 feet of you that you can see and spiritually imprint them. Until the imprint vanishes you can heal the target of your rejuvenating projectile for and extra 1d6 of health. Until the imprint fades you can use a bonus action on a subsequent turn of yours to mark a new ally with in range. Imprint of Renewal last for one minute, requires concertation, and can be used once per short rest. If you expend a 1st or 2nd level spell into Imprint of Renewal you can maintain concentration for up to 8 hours. If you expend a 3rd or 4th level spell you can maintain concentration for up to 24 hours.
Divine Projectile
At 10th level, you gain the ability to infuse projectile with divine power. Once on each of your turns when you hit a creature with a ranged attack, you can cause the attack to deal an extra 1d8 of radiant damage to the target.
Torrent Aid
At 15th level, you gain the ability to fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within short range of weapon. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each person of your choice in a 40-foot-radius. 20-foot-high cylinder centered on that point receives 8d8 + wisdom modifier hit points back. Enemies in this radius need to make a Dexterity Save (DC=10+Proficiency+Wisdom Modifier) taking 8d8 of radiant damage on a failed save or half as much on a success. You can use this feature once per long rest.
Healing Totem
At 18th level, as a bonus action you call forth a totem of soothing, green energy latching it on to an ally within 30 feet, the totem releases revitalizing magic to your ally. As a bonus action when you place the totem and on each subsequent turn you can heal the target for 2d12 + wisdom modifier. Healing totem ends if you lose concentration or choose to let it go. Healing totem last for one minute and can be used once per short rest. If you expend a 1st level spell or higher into healing totem you can increase the healing received by an additional 1d12 per spell slot used. This healing does not work on undead.
Previous Versions
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10/14/2018 6:44:14 PM
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10/14/2018 6:45:51 PM
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