Fighter
Base Class: Fighter

Many followers of gods will find themselves in the hallowed halls of the cathedrals, or abroad on missionaries. But others fight on the front lines in the name of their gods. For them, every battle is a crusade and a chance of glory in the name of their god. 

While some take the way of the mighty Paladin, a warrior who channels the magic of their god into the very strikes they make, others prefer to rely on their own might. Of course even the gods will share their blessings with these chosen few. For those who rise up to challenge the celestials on high themselves can look upon the gods as true Celestial Knights. 

Divine Proficiencies

At 3rd level, your god bestows it's knowledge and power into you. You proficiency in the Religion skill, and you learn two cantrips from the Cleric Spell List.

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Fighter's Fortune.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class that requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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: Fighter's Fortune

As a bonus action, you send blessings of victory and might to your allies. Select 1 creature you can see within 30 feet. For the next minute, that creature is imbued with the spirit of a fighter for 1 minute. During that time, they can use their bonus action to select either Second Wind or Action surge and apply that affect to themselves. After they apply this effect the spirit of the fighter vanishes. 

Once the creature uses this feature, they cannot be granted the benefits of Fighter's Fortune until they finish a long rest.  

Divine Vitality

At 7th level your god shines their favor on those you hold nearest to you. 

When you use your second wind feature, you can choose up to a number of creatures equal to your Intelligence Modifier within 30 feet of you to be healed a number of hit points equal to your Fighter Level. 

Divine Strike

At 10th level, you gain the ability to infuse your weapon strikes with the fury of the dogs. Once on your turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Celestial Squadron

During the heat of battle you can ensure that you are not alone holding the front line. 

As an action, you can present your holy symbol and speak a prayer of protection and brotherhood and summon a celestial warrior to fight by your side. The celestial is treated the same as if summoned with the Summon Celestial spell. 

Once you use this feature you cannot use it again until you finish a long rest, unless you expend a use of your Channel Divinity feature. 

Avatar of the Divines

Your very presence is seen as a sign of your god's wrath. 

As a bonus action, you can channel the divine strength of the gods themselves. For the next minute you emit a bright light in a 5 foot radius and dim light 5 feet beyond that. While you are encased in this light you gain the following benefits:

  • Your AC Increases by 2
  • At the start of your turn, you regain 5 hit points if you are not incapacitated.
  • The first time you would use your Divine Strike feature, you can cause the attack to deal an extra 4d8 radiant damage instead of 2d8. 

Once you use this feature, you cannot use it again until you finish a long rest. 

Previous Versions

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