Chaplain (5e Subclass)
Chaplain[edit]
Brother-Chaplain Grimaldus, of the Black Templars. Source |
Fighter Subclass
Chaplains are powerful warriors, and great leaders. Leading inspirational speeches, they charge into the fray, holding up morale and faith at the front lines.
- Master Orator
A large part of your training is based in good performance. Starting at 3rd level, you gain proficiency in the Performance skill, if you were not already proficient. If you already are proficient in performance, you can take a proficiency with a different skill.
- War Chants
The chaplain is not just a skilled fighter, their duty is to inspire the troops they lead. Starting at 3rd level, you learn two War Chants. At the start of your turn, if you can speak, you can begin a war chant. Roll a Charisma (Performance) check against the given DC. If you succeed, each creature of your choice within 20 feet of you is affected until the end of your next turn.
You learn another War Chant at 10th and 18th level.
- Know thy Enemy
Knowledge is power, especially in fighting the enemy, or rooting out potential heresy at the source. Starting at 7th level, you can add half your Proficiency bonus(rounded down) to any Intelligence or Wisdom based skill checks if you are not already proficient in the skill.
- Billowing Voice
Your chants can be heard from all across the battlefield. Starting at 10th level, your War Chants instead have a range of 60 feet.
- Unparalleled Faith
You are just as inspired as those you lead. Starting at 15th level, you are immune to all effects that would inflict the frightened or charmed conditions, and have advantage on saving throws against all other conditions.
- Master of Sanctity
Your chants can turn even the most uninspired into genocidal zealots. Starting at 18th level, you can start two War Chants at the start of your turn, instead of one. Additionally, you can reroll a single failed War Chant check on your turn.
War Chants[edit]
- Catechism of Fire
Make a check against the highest Charisma score of a hostile creature you can see within 100 feet of you. On a success, you and allied creatures in range add your Charisma modifier to spell damage rolls.
- Litany of Faith
Make a check against the highest spell save DC (or equivalent) of a hostile creature you can see within 100 feet of you. On a success, you and allied creatures in range add your Charisma modifier to saving throws against spells.
- Recitation of Focus
Make a check against the highest Armor Class of a hostile creature you can see within 100 feet of you. On a success, you and allied creatures in range add your Charisma modifier to ranged weapon attack rolls.
- Mantra of Strength
Make a check against the highest Strength score of a hostile creature you can see within 100 feet of you. On a success, you and allied creatures in range add your Charisma modifier to Strength checks and Strength based damage rolls.
- Chorus of Fury
Make a check against the highest Wisdom score of a hostile creature you can see within 100 feet of you. On a success, hostile creatures in range take a penalty to their saving throws equal to your Charisma modifier.
- Canticle of Hate
Make a check against the highest Dexterity score of a hostile creature you can see within 100 feet of you. On a success, you and allied creatures in range add 5 times your Charisma modifier to base movement speed.
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