Divine Hospitaller (5e Subclass)

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Divine Hospitaller[edit]

Fighter Subclass

Divine hospitallers are knights devoted to the gods of healing and life. These fighters often work as agents for their temples in the battlefield, using their medical knowledge and faith to keep their downed companions alive by mending wounds with divine powers, and protecting them with their martial prowess. Hospitallers are both excellent soldiers, but also compassionated healers, who wander the world lending a helping hand to those in need.

These fighters are often members of knightly orders maintained by clerical temples, such as those who serve Pelor, Ilmater or Bahamut.

Prayer

As an action, you can start a prayer, that grants a number of creatures of your choice up to your proficiency bonus within 30 feet the following benefits:

  • Temporary hit points equal to your Fighter level.
  • Advantage on their next attack roll, ability check, or saving throw made during their turn, within the next one minute.
  • Advantage on rolls against being frightened for the duration.

The benefits of the prayer on a creature end after one minute, or earlier if the creature falls unconscious.

You can use this action twice, and regain your uses of this feature after completing a long rest.

Touch of Restoration

Starting at 3rd level, you can touch a creature and spend a use of your Second Wind as a bonus action. That creature regain hit points as if it had used Second Wind themselves.

In addition, you can use Second Wind twice, instead of once, between your shorts and long rests.

Healing Wind

Starting at 7th level, you can infuse your allies with life. When you use Second Wind, you can choose a number of creatures within 30 feet up to your proficiency bonus to regain the same amount of hit points than you. You can use Healing Wind once, and can't do it again until you complete a long rest.

Empowered Prayer

At 10th level, your prayer grants the following additional benefits to the targets:

  • Their movement speed increase by 10 feet for the duration.
  • You can choose one weapon that you see within 30 feet of you when you use your Prayer action and cause it to glow. That weapon deals an additional 1d6 radiant damage for the one minute.
  • Your strikes also are infused with life. You add your proficiency bonus to your damage rolls against undead.
Improved Healing Wind

When you reach the 15th level, whenever you use Healing Wind, in addition to the normal benefits, you and the chosen creatures regain 5 hit points at the beginning of your turn, so as long as the creatures are conscious, for one minute.

Divine Light

When you reach the 18th level, whenever you start your turn under half your maximum number of hit points, you regain 5 hit points, unless you are unconscious.

Also, your weapon attacks cause additional 1d6 radiant damage.

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