Champion of Mercy (5e Class)

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Champion of Mercy[edit]

An assassin plunges his blade into his target, grinning- another job finished. But the dwarf cleric stands from what should have been a lethal strike, her wound rapidly healing. The assassin realizes his folly- this was no mere cleric, but the champion of Sharindlar. The assassin would never have been able to land a killing blow, nor would have escaped.

The lich points at the cleric, unleashing a green ray that sears through his armor. But the champion of Lathander stands resolute- this abomination of evil must be dealt with. He forces his way through the undead, approaching the lich. The closer he gets, the more he is swarmed until, alas, he is buried under a pile of undead. But the battle is far from over. The champion surges with vitality, calling forth a globe of radiant light, disintegrating the undead and searing the flesh of the lich. The lich saw only blinding light, and felt only fear, as the presence of Lathander grew stronger.

The cultist had stood over the man he had been torturing. It was imperative the man was broken before offered as a sacrifice, but this man was far stronger than any other farmer he had kidnapped. The cultist begins carving the flesh off the man, but no more screams permeated the chamber. The cultist look at the face of the man, and there he saw only sorrow. The mans wounds began to heal, his body glowing a bright white, and the bonds that tie him down where set aflame. The cultist cowers as the man stood, his legs no longer shattered. He walks to the cultist, who stabs him several times over, but nary a thrust leaves a mark. He drops to the ground and begs for mercy. The man smiles and says, "The mercy of Ilmater extends to all who are willing to amend their transgressions." He leaves the room without another word.

A Chosen Devotee[edit]

A champion of mercy is a cleric chosen by their god to complete a divine task. Champions are often chosen for specific reasons relating to their god, and their tasks can vary wildly. They are highly respected, in and out of their church, as few get the honor to be deemed a champion of a god. Their closeness to their deity often requires them to follow stricter rules than most, but they also receiver greater powers. It is not uncommon, for example, to see a champion stretching the limits of Mystra's ban. Not all champions were initially clerics, though many are, but some gods prefer to champion those who have never even set foot in a temple.


Creating a Champion of Mercy[edit]

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A champion of mercy is a religious person, often a cleric before they were championed, who follows the word of their god. Was your character a cleric before they were championed, and if not, why did they accept the god's offer to become a champion? What god are you the champion for (as a champion of mercy, your god should be one of mercy, love, or life, such as Ilmater, Lathander, or another such deity; or, if your DM allows, perhaps even one from another work of fiction, like TES's Stendarr, or an entirely new deity)? Do you try to carry out your deity's tasks exactly as they ask, while trying your best to emulate what they would do, or are you more autonomous and complete your tasks in your own fashion? What was it that made your deity think you were fit to be their champion?

Quick Build

You can make a champion of mercy quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Charisma. Second, choose the <Acolyte> background.

Class Features

As a Champion of Mercy you gain the following class features.

Hit Points

Hit Dice: 1d8 per Champion of Mercy level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Champion of Mercy level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple bludgeon weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, Religion, and Deception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Champion of Mercy

Level Proficiency
Bonus
Features Spell Points Spell Level Known
1st +2 spellcasting, deity 4 1
2nd +2 Channel Divinity, deity feature 6 1
3rd +2 14 2
4th +2 Ability Score Improvement, Ability Score Improvement 17 2
5th +3 Destroy undead 27 3
6th +3 Channel Divinity, deity feature 32 3
7th +3 38 4
8th +3 Ability Score Improvement, Ability Score Improvement, Destroy Undead (1 CR), deity feature 44 4
9th +4 57 5
10th +4 Divine Intervention 64 5
11th +4 Destroy Undead 73 6
12th +4 Ability Score Improvement, Ability Score Improvement 73 6
13th +5 83 7
14th +5 Destroy Undead 83 7
15th +5 94 8
16th +5 Ability Score Improvement, Ability Score Improvement 94 8
17th +6 Destroy Undead, deity feature 107 9
18th +6 Channel Divinity 114 9
19th +6 Ability Score Improvement, Ability Score Improvement 123 9
20th +6 Divine Intervention Improvement 133 9

Spellcasting[edit]

As a conduit for divine power, you can cast Cleric Spells. The rules for casting spells are described below.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows you what spell level you can cast at each level. To cast one of these Spells, you must expend an amount of points equal to the level of spell cast. You regain all expended Spell Points 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, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level that you know.

For example, at level 3 you can only have spells with a spell level of 1 or 2. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it at 1st-level or 2nd-level, expending either 2 or 3 Spell points, respectively. 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 Cleric 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 cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom 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

Ritual Casting

You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy Symbol (see "Equipment") as a Spellcasting focus for your Cleric Spells.

Spell Point costs

The amount of spell points expended when casting a spell depends on the level that the spell was cast. This table shows the amount of points used at each spell level:

Spell Level Points Used
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Deity[edit]

Choose your deity's domain between Mercy, Life, or Love, all detailed at the end of the class description. Your choice grants you features at level 2 and again at level 6, 8, and 17. Your choice also grants you Domain Spells and other features when you choose it at 1st Level.

Channel Divinity[edit]

At 2nd 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 an effect determined by your domain.

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, the DC equals your Cleric spell save DC.

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.


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Destroy Undead[edit]

Starting at 5th Level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. The rating of the undead destroyed on a failed save is increased to CR 1 at level 8, CR 2 at level 11, CR 3 at level 14, and finally CR 4 at level 17.

Divine Intervention[edit]

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity intervenes. The DM chooses the Nature of the intervention; the effect of any Cleric spell or Cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Automatic intervention

Depending on your deity's domain, they will automatically intervene.

A deity of the Life domain will prevent a single failed death saving. If the fail prevented was a critical fail, it is counted as 1 fail rather than two.

A deity of the Love domain will cast a modified version of "Charm Person" if you drop below 10 health. This spell affects all creatures within a 30 foot radius, with you at the center. They must make a wisdom saving throw at disadvantage. All creatures that fail will no longer be hostile towards you, and cannot target you for any attack or hostile spell. This spell will always succeed against a single creature with the highest CR. If there is no single creature with the highest CR, it instead works against a single creature that is actively attacking you, chosen at random. Creatures normally immune to being charmed will instead make the save with advantage.

A deity of the Mercy domain will force you to automatically succeed a Constitution save or check that would otherwise result in death or the gaining of an exhaustion point. If the DM allows it, it may also add 1 to your constitution modifier when checking if you can achieve something without rolling save or check (starving or drowning, for example) For example, if you failed a con save to resist a poison, and that failure would result in you dropping to 0 health, you would instead succeed. If you had a Constitution equal to 16, you would be able to go 7 (3+ con modifier of 3+ Automatic intervention of 1) days, rather than 6 days, without food before suffering exhaustion for every day after that.

Your deity will only intervene automatically once every 7 days. Automatic intervention does not affect your ability to implore your god for intervention- that is, you can still request intervention even if your god automatically intervened within the past 7 days.


Domain of Life[edit]

(This domain is the same as the official domain of life cleric, just with an additional Channel Divinity.) Your god is one of life, healing, and care. You will often find agricultural gods, sun gods, gods of health, and gods of home in this domain. You will often be chasing off the undead, healing the sick, and aiding the those in need. Some gods may be Sharindlar, Sune, and Chauntae.

Life Domain Spells
Champion Level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead
Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Channel Divinity: Sacrifice

Starting at 2nd Level, you can use your Channel Divinity to repel to turn the tides of battle, at the cost of your own safety. As an action, you can use sacrifice half of your total health, emitting an orb of holy light in a thirty foot radius, centered on you. This light dispels magical darkness, counts as sun-light, and is bright light. This orb will deal an amount of radiant damage equal to the amount of health sacrificed, divided evenly among all hostiles caught in the orb. Any undead caught in the orb when summoned must make a dexterity saving throw. On a success, they take half damage and are knocked prone. On a fail, they take full damage, are pushed back to the edge of the orb, and are blinded until your next turn. Undead treat the area in the orb as difficult terrain, and have disadvantage to hit while in the orb. The orb can last for up to an hour, until you cancel it or are knocked unconscious, but you cannot heal while it is active. It does not require concentration. While the orb is active, you may take an action to Surge it. Surging the orb will take an additional quarter of your max health. Any allies in the orb will gain an amount of temporary Hit Points equal to twice the health you sacrificed. If using this ability would render you unconscious, a few things may happen. If you are brought to exactly 0 hit points, without any damage left over, you will not be dying and will instead be stabilized. If you are brought to 0 hit points, but there is still damage left to distribute, you will be put in a dying state and must make death saving throws as normal. If you are dealt more than a quarter of your total health after your hit points are reduced to 0, you will be put in a dying state with one failed death save.

For example, a Champion with 6 of 12 hp remaining may begin Sacrifice. The orb will activate, and will immediately fail after enemies in the orb take damage. The champion will be brought to 0 hp, and fall unconscious, but would be stable. If the champion had 5 of 12 hp, they would instead be dying. If they had 1 of 12 hp, they would be put into a dying state with 1 failed death save already (they lose 6 hp, bringing them to 0 hp with 5 points of damage left, 2 points more than a quarter of their max health).

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns 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.

Supreme Healer

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


Domain of Love[edit]

Your god is one of Love, laughter, and joy. You will often find gods of this domain tend to represent romance, art, beauty, and lust. Some gods of this domain are Sune, Kiltzi, and Sheela Peryroyl.


Template:Love Domain Spells
Champion Level Spells
1st Charm person, Sanctuary
3rd Warding Bond, Enthrall
5th Tongues, Beacon of Hope
7th Private Sanctum, Death Ward
9th Passwall, Greater Restoration
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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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