Divine Mercenary (5e Subclass)

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Divine Mercenary[edit]

Fighter Archetype

Divine Mercenary Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2 2
4th 2 4 3 3
5th 2 4 3 3
6th 2 4 4 3
7th 2 5 4 3
8th 2 6 4 3
9th 2 6 4 3
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you have been blessed with the ability to cast spells.
Cantrips
You learn two more cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.
Spell Slots
The Divine Mercenary 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.
Spells Known of 1st Level and Higher
You know three 1st-level Cleric spells of your choice. The Spells Known column of the Divine Mercenary spellcasting table shows when you learn more Cleric spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the Cleric spells, since you gain this power through devotion and faith. You use your Wisdom whenever a spell refers to his 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
Religious Adept

Starting at 3rd level, you gain proficiency in the Religion skill. In addition, you learn the thaumaturgy and spare the dying cantrips. Wisdom is your spellcasting ability for this cantrip.

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your deity. When you gain this feature, you learn two Channel Divinity options of your choice (see "Channel Divinity Options" below).

You gain an additional Channel Divinity option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

When you use your Channel Divinity, you choose which option to use. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Beginning at 7th level, you can use your Channel Divinity four times between rests, and beginning at 15th level, you can use it six times between rests.

Limited Intervention

At 10th level, You pray to your deity to intervene in a moment of need. Imploring your deity's aid requires you to use your action, requesting the effect of one spell that is 4th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

Divine Protection

At 18th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, and to radiant and necrotic damage.

Channel Divinity Options[edit]

The Channel Divinity feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

If an option requires a saving throw, your Channel Divinity save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Divine Retribution

You can use your Channel Divinity to avenge harm done to your allies. When an enemy within 10 feet of you deals damage with a weapon attack, unarmed strike, or natural weapon attack against another friendly creature, you can use your reaction to force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it dealt. Or half as much on as success.

Divine Strike

You can use your Channel Divinity to imbue your weapon with radiant divine power. As a bonus action, you touch one weapon and wreath it in light. The light lasts for 1 minute. When you hit a target with an attack using that weapon, the target takes additional damage equal to 2d10 + your fighter level, or 20 + your fighter level against aberrations, fiends, fey, and undead.

Divine Will

You can use your Channel Divinity to ask for resilience of mind and spirit. As a reaction when you are charmed or frightened by an enemy, you can end this condition on you, and become immune to the charmed and frightened conditions for the next minute.

Faithful Will

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Inspiring Surge

Immediately after you use your Action Surge feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d10 + your fighter level, divided among the chosen creatures however you like.

Prayer of Healing

When you finish a short rest, you can spend one use of your Channel Divinity to enhance you and your allies' natural restoration. Each creature who spends its hit dice to regain hit points use the maximum number for the dice, instead of rolling.

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Wisdom modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn Evil

You can use your Channel Divinity to imbue fear in profane creatures. As an action, you present your holy symbol and each aberration, fiend, fey, or undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. 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 take the Dodge action.

Wave of Restoration

You can bolster injured creatures with your Channel Divinity. As a bonus action, you can use your Channel Divinity and restore hit points to creatures of your choice within 30 feet of you, which can include you. A chosen creature regains hit points equal to 2d6 + your Wisdom modifier (minimum of 1), provided they have no more than half their hit points.

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