Fanatic (5e Class)
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- 1 Fanatic
- 1.1 Cause of change
- 1.2 Creating a Fanatic
- 1.3 Class Features
- 1.3.1 Table: The Fanatic
- 1.3.2 Spellcasting
- 1.3.3 Fanatic Armaments
- 1.3.4 Fanatic Smite
- 1.3.5 Conviction
- 1.3.6 Ability Score Increase
- 1.3.7 Blessed Strike
- 1.3.8 Persuasive
- 1.3.9 Zealot Roar
- 1.3.10 Brutal Critical
- 1.3.11 Improved Blessed Strike
- 1.3.12 Increased Resistance
- 1.3.13 Superior Critical
- 1.3.14 Determination
- 1.3.15 Winds of Change
- 1.3.16 Battle Cry
- 1.4 Convictions
- 1.5 Fanatic Smites
- 1.6 Fanatic Blessings
- 1.7 Multiclassing
A towering figure clad in crimson armor leads a hoard of undead to lay siege to a castle to gain entry and begin his revolution.
A heretic stands upon the gallows stand in his black armor and crimson cloak and shouts to the people showing what is wrong with the world and as the guards come to stop him he jumps into the crowd as shadows fade around him as he now appears as nothing but a commoner and fades away from sight
Cause of change
Fanatics are zealous warriors, solely dedicated to cause change in the world trough the power of their convictions. Using violent methods, they are agents of the destruction that precedes the creation.
Creating a Fanatic
What leads you to your goal, why change the world and stain yourself in the red. Remove the sins of the world? Or embellish your own. Regardless you have an initiative that keeps you going maybe even a madness that something must be done and you are willing to get down and dirty... Or, have you seen the world and have gone into depression and decided to seclude yourself from the world and reflect upon your actions with the world trying to hunt you down
- Quick Build
As a Fanatic you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any martial weapon
- (a) chain mail or (b) scale mail
- (a) dungeoneers pack or (b) explorers pack
- a short bow and 20 arrows, a shield and a holy symbol
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
|4th||+2||Ability Score Improvement||3|
|6th||+3||Zealot Roar, Persuasive||3|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||5|
|16th||+5||Ability Score Improvement||6|
|18th||+6||Winds of change||6|
|19th||+6||Ability Score Improvement||7|
At 1st level, your divinity have recognized your devotion and dedication to your cause, blessing you with divine power, allowing you to cast simple spells.
At 1st level, you learn one of the following fanatic cantrips: blade ward, friends, booming blade, green-flame blade, sacred flame, sword burst, thaumaturgy and true strike. You learn additional cantrips as increase in level, as shown on the class table, which you select from this list or from your subclass spell list.
In addition, when you gain a level in this class, you can choose one of the cantrips you know and replace it with another cantrip from the list above.
- Spellcasting Ability
Charisma is your spellcasting ability for your fanatic spells, since you learn your spells through the sheer strength of your determination. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fanatic spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma
At 1st level, you learn to turn your determination into armor and weapons.
- Fanatic Armor
While wearing this armor, your AC equals your spell save DC.
In addition, at 3rd level and again at 6th, and 14th levels, you can choose one blessing from your Fanatic Armor, from the Fanatic Blessings list.
- Fanatic Blade
You can use a ritual to use the sheer power of your conviction to form summon a sword made of a reddish energy. Your fanatic blade can take the form of any simple or martial melee weapon you are proficient with.
When you finish a long rest, you can change the form of the fanatic blade. You can use a bonus action to make the blade disappear, and you can make it reappear as a bonus action on your turn.
You can also make a ritual to bind yourself with a magic weapon, converting the weapon into a fanatic blade. You can perform the ritual over the course of a long rest, and the weapon need to be within touch over the course of the whole rest. If the weapon requires attunement, you can bond with the weapon over the course of the attunement. You can't bind yourself with more than one weapon at the same time.
In addition, at 2nd level and again at 10th, and 19th levels, you can choose one blessing from your Fanatic Blade, from the Fanatic Blessings list.
At 2nd level, you can channel your conviction into a powerful smite. You learn a number of smites equal to your proficiency bonus. When you gain a level in this class, you can replace a smite you know for a new one.
You can use a smite whenever you hit a creature with your Fanatic Blade. You can use this feature a number of times equal to your Charisma modifier, regaining all your uses after finishing a long rest.
If a fanatic smite requires a save DC, you use your cantrip save DC.
At 3rd level, you chose a conviction. Choose between infernal and Celestial, and Secluded detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, and 14th.
- Favored Enemy
As a fanatic, you have been trained to bring divine revenge upon those who oppose your faith. At 3rd level, your choice of favored enemy depend on your chosen faith, as shown bellow:
Destruction: Choose any two. If you choose humanoid, choose two types of humanoid.
- Infernal: celestial, fiends (non-devils), fey
- Celestial: fiends, undead
- Secluded:Choose from: aberration, undead
You have advantage on any Wisdom (Survival) checks to track those creatures, Charisma checks to gather information about them and Intelligence checks to recall information about them.
In addition, whenever you use your Fanatic Smite against a Favored Enemy, the creature have disadvantage on the saving throw.
Ability Score Increase
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.
Starting at 5th level, whenever you make a single attack as an action, you can cast a cantrip as a bonus action.
At 6th level, you can use your strong presence and magnetic personality to convince even the most stubborn listener. You can reroll any failed Charisma (Persuasion) check a number of times equal to your Charisma modifier (minimum once).
Starting at 6th level, you can use your bonus action to unleash a powerful roar, increasing the power of any of your smites when you do so. Any damage die of the smite is increased in one die when you do so (d4 becomes a d6, d6 becomes a d8, d8 becomes a d10 and d10 becomes a d12).
Also, the duration of any effect that has a duration is increased to 1 minute. In addition, the range of any effect that has a range is increased in 5 feet.
Once you use a roar, you can't do it again until you finish a short or a long rest.
Once you reach 9th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.
Improved Blessed Strike
At 11th level, whenever you attack with your Fanatic Blade, you can make two attacks, instead of one, when you take the attack action. Doing so allows you to cast a Fanatic cantrip as a bonus action.
At 13th level, you have advantage on any Wisdom saving throws from effects of your favored enemies.
Starting at 15th level, your weapon attacks with the fanatic blade score a critical hit on a roll of 19-20.
At 17th level, once in each of your turns when you miss an attack roll against a creature, the creature takes radiant damage equal to your proficiency bonus.
In addition, you no longer can have disadvantage on attack rolls when fighting against your favored enemies.
Winds of Change
When you reach the 18th level, your presence alone has the power to incite change. Creatures able to hear you within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is subjugated, becoming charmed by you for a number of minutes equal to your Charisma modifier. A creature who succeeds on this saving throw is immune to this feature for the next 24 hours.
In addition, you have advantage on Charisma saving throws and Charisma checks against targets that are affected by this feature for the next 24 hours.
Once you use this feature, you can't use it again until you finish a long rest.
At 20th level, you can choose one zealot roar you know. Whenever you use this roar, you don't lose a use of the feature.
Holy Servant Conviction
Followers of the holy servant conviction strive to bring change with the aid of a higher power, acting as agents of powerful otherworldly entities. You can choose between the following options:
- The Celestial: You have the patronage and protection from a powerful entity from the celestial planes.
- The Shadows: You are an agent from the plane of shadows.
- The Secluded: You represent an entity from the natural world.
|—Spell Slots per Spell Level—|
- When you reach 3rd level, you learn how to use spells in battle.
- You learn two cantrips of your choice from the war caster spell list. You learn an additional war caster cantrip of your choice at 10th level.
- Spell Slots
- The holy servant 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 holy servant spells of your choice. You choose your spells depending on the chosen entity you fight under. From the cleric's list (celestial), sorcerer's (shadow) or druid's (secluded).
- Whenever you gain a level in this class, you can replace one of the holy servant spells he know with another spell of your choice from the holy servant spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Charisma is your spellcasting ability for the holy servant spells, since you learn this power through research and study. You use your Charisma whenever a spell refers to his spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a holy servant spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Holy Servant Armaments
Starting at 3rd level, when you summon the Fanatic Armaments, they now reflect the power you choose to serve. They have the following benefits, depending on the chosen patronage:
- Cape of Radiance (Celestial). You can use your bonus action to coat yourself in divine light. Doing so creates bright light in a 5-foot radius around you and dim light for another 5 feet. You can concentrate to explode this flash of light on the eyes of a specific target as a bonus action while the cape is active. When you do so, the chosen target has disadvantage on the next attack roll it makes against you. In addition, you can choose to deal radiant damage when attacking with the fanatic blade, instead of the normal damage for that weapon.
- Cloak of Darkness (Shadows). You can use your bonus action to surround yourself in thick darkness. Doing so blurs your image, granting you advantage on Dexterity (Stealth) checks and allow you to take the Hide action while in dim light or darkness, even when in plain sight of your enemies. Also, you gain darkvision up to a range of 30 feet. In addition, you can choose to deal necrotic damage when attacking with the fanatic blade, instead of the normal damage for that weapon.
- Tattered Cape (Secluded). You can use your bonus action to cover yourself in vines and roots. Once in each of your turns, when you are hit by a melee weapon attack, you can use your reaction to deal piercing damage equal to your proficiency bonus to the attacker. Also, whenever you hit a creature with a melee weapon attack while the tattered cape is active, you can use your bonus action to hurl the vines and roots on your target, taking the Grappling action. The contested check is made against your Spell save DC, instead of your Athletics.
- Exemplar's Hand
At 7th level, the entity you serve grant's you additional powers. Choose one spell from the spell list related to the entity you serve. The spell must be of 1st-level or lower. You can cast this spell without spending a spell slot, a number of times equal to your proficiency bonus.
Once you spend all uses of this feature, you regain the ability to do so after completing a long rest.
- Eyes of Divinity
Starting at 10th level, you can perceive the world trough the eyes of the entity you serve. You gain the following benefits, depending on the chosen entity:
- Soul Sight (Celestial): You can cast "detect good and evil at will, without spending a spell slot.
- Shadow Sight (Shadows): You can see trough magical and non-magical darkness up to a range of 120 feet.
- Nature Senses (Secluded): You have blindsight up to a range of 10 feet. In addition, you have Advantage on Wisdom (Perception) checks that rely on sound and smell, and can make Wisdom (Perception) checks as a bonus action.
At 14th level, you become the true representative of your entity. You gain access to the following benefit, depending on the chosen entity:
- Celestial Sword (Celestial). While wielding your Fanatic Sword, you can cast holy weapon, without spending a spell slot. You can't do it again until you finish a long rest.
- Necrotic Touch (Shadows). While wielding your Fanatic Sword, you can cast danse macabre, without spending a spell slot. You can't do it again until you finish a long rest.
- Natural Destruction (Secluded). While wielding your Fanatic Sword, you can cast wrath of nature, without spending a spell slot. You can't do it again until you finish a long rest.
- Holy Servant Additional Cantrips
- acid splash, frostbite, chill touch, infestation, poison spray, toll the dead
- dancing lights, guidance, light, resistance, sacred flame, spare the dying
- druidcraft, magic stone, primal savagery, resistance, shillelagh, thorn whip
Those who follow the destruction conviction believe that, to provoke change you need to destroy the old to allow the new to flourish. This destruction is directed towards a specific group of creatures, deemed obstacles to change.
- Pursues Wrath
Starting at 3rd level, you can sense your enemies even without seeing them. You no longer suffer disadvantage on your attack rolls due to not being able to see your target.
In addition, whenever you use a smite, the magical energy lingers on the creature, giving you advantage on your next attack roll against that creature.
- Mighty Charge
Starting at 7th level, you can charge against your enemies with mighty rage. When you take the Dash action on your turn, you can make a single attack or cast a cantrip as a bonus action.
In addition, for each 10 feet of movement you make before making the attack, you can deal additional damage equal to 1d8. The maximum number of additional damage dices equal your proficiency bonus.
- Templar's Gaze
At 10th level, your meere presence can inspire doubt and fear on your opponents. You can use your reaction to impose disadvantage on a opportunity attack against you.
In addition, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks against any target you smite or charge towards in combat.
- Unstoppable Pursuer
When you reach the 14th level, you can point towards a creature and use your reaction to mark it. For 1 minute, you can use your action to teleport to a point you can see within 5 feet of that creature, at cost of your movement. If you do so, you can make an attack as a bonus action. Doing so triggers the additional damage of your Mighty Charge.
You can use this feature a number of times equal to your proficiency bonus, and regain the uses after finishing a long rest.
- Radiant Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or take 2d8 radiant damage and become blinded until the end of its next turn.
- Submission Smite
When you hit a creature with this smite, the creature needs to succeed on a Strength saving throw or be knocked prone on a failed save and takes 2d8 bludgeoning damage.
- Banishing Smite
When you hit a creature with this smite, the creature needs to succeed on a Charisma saving throw or the creature is banished back to its plane, or to a harmless demi-plane if the creature is the creature is on its native plane, until the end of its next turn, when it reappears on the same space, or in the nearest unoccupied space.
- Weakening Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or the creature take 3d4 poison damage and it is poisoned until the end of its next turn.
- Vorpal Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or the creature take additional 3d6 slashing damage. If the creature is reduced to 0 hit points with this smite, the creature's head is cut off.
- Thorn Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or spiked vines surround the creatures body, imprisoning it. The creature takes 2d6 piercing damage on a failed save and the target is restrained until the end of your next turn.
- Thunderous Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or take 3d4 thunder damage and it is stunned until the end of your next turn.
- Dreadful Smite
When you hit a creature with this smite, the creature needs to succeed on a Wisdom saving throw or the creature is faced by its worst fears, taking 2d8 psychic damage and the creature is frightened until the end of its next turn.
- Corrosive Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or the creature or a magical energy start to corrode its flesh. The creature takes 2d4 acid damage on a failed save and 1d4 on the start of each of its turns for 1 round.
- Explosive Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or all creatures within 5 feet (excluding you) take 3d6 fire damage.
- Death Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or take 3d6 necrotic damage. A creature reduced to 0 hit points with this smite raises as a zombie under your control for 1 round, as if you had raised it with the animate undead spell.
- Bless of Sharpening
You have +1 to attack and damage rolls with your fanatic blade.
- Bless of the Archer
You can shape your fanatic blade as a ranged weapon and bond with ranged weapons.
- Bless of the Devoted
You can use your Charisma, instead of your Strength or Dexterity, for attack and damage rolls with the fanatic blade.
- Bless of Torpor
Once on each of your turns when you hit a creature with your Fanatic Blade, you can reduce that creature’s speed by 10 feet until the end of your next turn.
- Bless of the Ram
When you hit a creature with your fanatic blade, you can push the creature up to 10 feet away from you in a straight line.
- Bless of the Hunter
When you hit a creature with your fanatic blade, you can cast hunter's mark as a bonus action. Once you cast this spell, you can't do it again until you finish a long rest.
- Bless of Density
While wearing the fanatic armor, you gain +1 to your AC.
- Bless of Command
While wearing the fanatic armor, you gain proficiency in Intimation and Persuasion skills.
- Bless of Magical Eye
While wearing the fanatic armor, you can cast detect magic at will.
- Bless of the Restless
While wearing the fanatic armor, you don't need to sleep, and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. You can keep your armor active during an awaken rest.
- Bless of the Spikes
When you summon your fanatic armor, it is summoned with spikes. These spikes give you 5 temporary hit points. If a creature hits you with a melee attack while you have the spikes, the creature takes 5 piercing damage and the spikes disappear. You can change the damage type of the spikes if you can do so with your blade.
- Bless of the Dark Visage
When wearing the fanatic armor, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Bless of the Bound Armor
You can bound with a suit of armor, in the same way you do with a weapon. While wearing the bound armor, you benefit from all fanatic blessings related to the fanatic armor.
- Bless of the Brave
While wearing the fanatic armor, you have advantage on all your saving throws against the frightened and charmed effects.
- Bless of Tongues
While wearing the fanatic armor, you can cast comprehend languages at will
- Bless of Vigor
While wearing the fanatic armor, You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Prerequisites. To qualify for multiclassing into the Fanatic Templar class, you must meet these prerequisites: Strength 13 and Charisma 13.