Faith Militant (5e Subclass)

From D&D Wiki

Revision as of 15:59, 30 November 2017 by SgtLionBot (talk | contribs) (SgtLionBot moved page Faith Militant (5e Archetype) to Faith Militant (5e Subclass): Bot: Moved page)
Jump to: navigation, search

Fighter Martial Subclass: Faith Militant

The archetypal Faith Militant devotes oneself to an entity of higher existence. While not chosen as a paladin, Faith Militants train themselves harsh and rigid to stand the first in line at the moment of battle, in pursuit of the glory of their sacred crusade. Their devotion, apparently, was answered by their deity, for they are granted divine power to aid themselves and other comrades in combat.

Being a Faith Militant is suffering, many would agree. Faith Militants, too, agree that saying. Not all mortals agree on their cause, and some of the most heathen adversaries would downright deny and mock their belief. But they can't stop the determined crusaders. They're on a mission from their deity.

Divine Conquest

When you choose this subclass at 3rd level, choose a domain from your chosen deity's list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the concept of this subclass: Light, Tempest, War.

Faith Militant Spellcasting
Fighter
Level
Cantrips
Known
Domain Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 1 2
4th 2 1 3
5th 2 1 3
6th 2 1 3
7th 2 1 4 2
8th 2 2 4 2
9th 2 2 4 2
10th 3 2 4 3
11th 3 2 4 3
12th 3 2 4 3
13th 3 2 4 3 2
14th 3 3 4 3 2
15th 3 3 4 3 2
16th 3 3 4 3 3
17th 3 3 4 3 3
18th 3 3 4 3 3
19th 3 3 4 3 3 1
20th 3 4 4 3 3 1
Spellcasting

Starting at 3rd level, you gain the ability cast spells.

  • 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. The Faith Militant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, chooose a number of cleric spells equal to your Wisdom modifier plus a third of your fighter level, rounded down (minimum of one spell). The spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots.
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.
  • Domain Spells. Starting at 3rd level, you gain one 1st-level spell from the domain spell list for your chosen domain. You gain another spell from your domain spell list when you reach 8th level, and again at 14th and 20th level. Each of these spells can come from any school of magic, but must be of a level for which you have spell slots.
Once you gain a domain spell, you always have it prepared, and it does not count as the number of spells you can prepare each day. If you have a domain spell that does not appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Whenever you gain a level in this class, you can replace one of the domain spell you know with another spell of your choice from the domain spell list. The new spell can come from any school of magic, but must be of a level for which you have spell slots.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your devotion to your deity. You use your Wisdom modifier whenever a cleric 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
  • Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.
Channel Divinity

Also starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effect. You start with two such effect: Divine Safeguard and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Divinity ability.

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

Some Channel Divinity effects require saving throws. When you use such an effect, the DC equals your cleric spell save DC.

  • Channel Divinity: Divine Safeguard. When a hostile creature within 10 feet of you makes an attack roll against you or a friendly creature within 10 feet of you, you can use your Channel Divinity as a reaction to treat the d20 roll as 1.
Military Chaplain

By 7th level, you are the pillar of faith in the midst of the battlefield. You gain one of the following benefits:

  • Combat Medic. When you make a Wisdom (Medicine) check to stabilize a dying creature with a healer's kit, you are considered proficient in the Medicine skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, when you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your fighter level.
  • Commissary. When a friendly creature you can see within 30 feet of you drops to 0 hit point but is not killed outright, you can use a reaction to make an inspiring speech. The creature drops to 1 hit point instead, and gains temporary hit points equal to your fighter level. The temporary hit points gained this way all disappears at the start of your next turn. The creature cannot benefit from this feature again until it finishes a long rest.
Guiding Strike

Beginning at 10th level, you channel a glimpse of divine power through your weapon, penetrating the target's defense for your allies. Once on each of your turn, when you hit a creature with a weapon attack, the creature suffers a -5 penalty to its AC against the next attack it takes, if the attack is made before the start of your next turn.

Indomitable Faith

When you reach 15th level, you are protected by the divine power to the point that you cannot be overwhelmed by mortal sufferings. You become immune to diseases, your hit point maximum cannot be reduced, and you cannot be aged magically.

Channel Divinity: Faith Is My Shield

At 18th level, when you take damage, you can use your Channel Divinity as a reaction to gain temporary hit points equal to your hit point maximum. The temporary hit points you gain this way take as much of the triggering damage as possible, and disappears at the start of your next turn.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: