Fanatic (5e Class)
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Fanatic[edit]
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[edit]
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[edit]
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
You can make a Fanatic quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity depending on your play style.
Class Features
As a Fanatic you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Fanatic level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fanatic level after 1st
- Proficiencies
Armor: All armors, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Two from Athletics, Intimidation, Perception, Persuasion and Religion
- Equipment
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.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | God's Blessing |
2nd | +2 | Fanatic Smite |
3rd | +2 | #Conviction |
4th | +2 | Ability Score Improvement |
5th | +3 | Blessed Strike |
6th | +3 | Zealot Roar, Persuasive |
7th | +3 | Conviction Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Brutal Critical |
10th | +4 | Conviction Feature |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | #Increased Resistance |
14th | +5 | Conviction Feature |
15th | +5 | Superior Critical |
16th | +5 | Ability Score Improvement |
17th | +6 | Determination |
18th | +6 | Winds of change |
19th | +6 | Ability Score Improvement |
20th | +6 | Battle Cry |
Divine Might[edit]
Starting at 1st level, you gain proficiency in Strength saving throws.
In addition, you can add your Wisdom modifier, instead of your Strength, to your Strength checks, saving throws and Strength based attack and damage rolls.
Prophetic Dreams[edit]
Also at 1st level, you have a great destiny traced ahead for you, and sometimes you can dream with it. Whenever you finish a short or a long rest, choose one of the spells below to cast, without spending spell slots or material components. That spell is cast on you as a dream, daydream or vision.
- 1st level: comprehend languages
- 5th level: augury
- 9th level: clairvoyance
- 13th level: divination
- 17th level: commune
Whenever the spell is cast, you gain temporary hit points equal to your Legendary level + your Charisma modifier, that last until you finish a long rest.
In addition, you learn the spell guidance, and gain proficiency in the Perception skill.
Chosen Blessing[edit]
At 2nd level, you can ask for the protection of the gods. As an action, you can roll two d20s and record the number rolled. For the next 10 minutes, you can replace any roll made by you or a creature you can see with the number rolled. After the 10 minutes, the numbers are lost if unspent. You can't use the same number more than once.
At 17th level, you can replace the number rolled for another number of your choice between 1 and 19.
Once you use this ability, you can't use it again until you finish a short or a long rest.
Divine Offerings[edit]
Also at 2nd level, you can appease the gods with ritualistic sacrifices. Whenever you reduce a creature to 0 hit points, you can offer that creature's death to the gods. Doing so grants you and every creature of your choice within 60 feet the benefits of bless, for 1 minute, without requiring concentration.
You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after finishing a short or a long rest.
Prayers[edit]
At 2nd level, you can pray for your god, receiving a blessing as a reward. A prayer takes 30 minutes and must be done as part of a short or a long rest. After finishing a prayer, you gain the prayer benefits until you end your next rest.
You can choose to perform one of the following prayers:
- Prayer of Knowledge
You gain proficiency in a language, tool or skill of your choice.
- Prayer of Blessing
You gain proficiency in the Religion skill. If you are already proficient, you gain twice your proficiency bonus in checks with it.
In addition, you can cast the ceremony spell once, without spending spell slots or material components.
- Prayer of Protection
When a creature attacks you, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your Wisdom modifier.
- Prayer of Life
Whenever you are reduced to 0 hit points, you can spend a hit die to be reduced to 1 hit point instead. Once you have used this feature, you can't use it again until you make another prayer of life.
- Prayer of Guidance
You can take the Help action as a bonus action. In addition, you can cast the guidance cantrip.
- Prayer of Healing
Whenever you roll hit die to recover hit points during a short rest, you can perform this prayer. At the end of the prayer, you add twice your Fanatic level to the amount of hit points you have recovered.
- Prayer of Truth
You have advantage on saving throws and ability checks to resist the effects of spells from the illusion and enchantment schools and to resist the charmed condition.
In addition, you gain proficiency in Insight, and add twice your proficiency bonus in checks made with insight if you are already proficient.
Divine Envoy[edit]
Starting at 3rd level, your god presents you with an ally to serve as your eyes and ears. You can cast the find familiar spell as a ritual, to summon a divine envoy. When you summon a familiar using this feature, the creature is a celestial, rather than a fey, and have an intelligence score of 10.
Holy Relics[edit]
At 3rd level, you start to carry consecrated objects to show your devotion and faith.
Divine Protector[edit]
At 5th level, your divine envoy acts as a guardian to you. The familiar can take the Attack action on its turn, but causes 2d6 damage (without modifiers), instead of the normal damage for its attacks.
In addition, the envoy gain the following benefits:
- The envoy has a number of hit points equal to 30 + your Fanatic level.
- Its attacks are considered magical for the purposes of overcoming resistances and immunities to nonmagical damage.
- Whenever you would take damage, you can use your reaction to cause the protector to intercept the attack and take the damage for you. The envoy must be within 60 feet of you.
Impressive Reaction[edit]
At 5th level, whenever you would be hit by an attack, you can use your reaction to gain a bonus of +5 to your AC, including against the triggering attack, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a short or a long rest.
Celestial Bond[edit]
At 7th level, you develop a powerful bond with a creature sent by your god to help you in your godly service. You can choose a creature of choice with a CR of 2 or lower. You can't choose aberrations, undead or fiends. Usually fanatics choose a creature that can serve as a mount, but this is not required.
Despite of the chosen creature, its type changes for celestial, instead of its original type. In addition, the creature have 40 hit points + twice your fanatic level, and add your proficiency bonus to its saving throws. If the creature has the multiattack trait, your's doesn't.
Fanatic Rage[edit]
At 7th level, you can unleash a series of attacks in a surge of blind rage. As an action, you can make an attack against a single target. On a hit, you force each creature within 5 feet to make a Dexterity saving throw (DC 8 + your attack bonus). Each creature who fails take damage equal to the first target.
At 18th level, when you take the Attack action, you can use your Fanatic Rage as part of the same action, before or after you make your attack.
Divine Regeneration[edit]
At 8th level, whenever you use hit dice to recover hit points during a short rest, you restore additional hit points equal to your Wisdom modifier for each hit die spent.
In addition, whenever you restore hit points during a short rest by spending hit die, you gain the benefits of false life, cast as a 1st-level spell.
Legendary Reputation[edit]
Starting at 9th level, while a creature is aware of your presence but it is unable to see you, it can make opportunity attacks until it can see you again.
In addition, when you hit a creature with an attack with advantage, if the creature is concentrating on a spell, it has disadvantage on its concentration check.
Zealot's Shield[edit]
At 11th level, when you are wielding a shield and is attacked, you can use your reaction and spend 1 hit die to gain +3 to your AC until the start of your next turn, including against the triggering attack.
When you do so, you regain hit points equal to your Wisdom modifier.
Godly Instincts[edit]
At 13th level, you can add your Wisdom modifier to your initiative rolls.
In addition, on your first turn of combat, you can use your bonus action to regain hit points equal to your Legendary level. You can use this ability a number of times equal to your Charisma modifier, regaining uses after finishing a short or long rest.
Divine Bond[edit]
At 15th level, while within 5 feet of your companion, you share its resistances, senses and immunities.
Instrument of God's Wrath[edit]
Also at 15th level, when you finish a long rest, you can bond with a weapon of your choice, turning that weapon in the instrument of god's wrath. The bonded weapon gain the following benefits:
- You score a critical hit on a roll of 19 or 20 with the bonded weapon.
- Whenever you score a critical with the bonded weapon, you cause additional 1d6 radiant damage.
- Whenever you make an opportunity attack with this weapon, you can force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take additional 2d8 radiant damage.
- This weapon have a number of charges equal to your Wisdom modifier (minimum of 1) that recharge at dawn. You can use these charges to make one attack with the weapon as a bonus action. On a hit, you can affect the target with one of the following spells: searing smite, thunderous smite, wrathful smite, branding smite, blinding smite, or staggering smite. The spell is cast at 4th-level. The spell cast with this feature doesn't require concentration, but you can't have more than one active at the same time.
God's Foresight[edit]
At 17th level, whenever you use Chosen Blessing, you gain the following benefits for the duration:
- You have darkvision up to a range of 60 feet.
- You have truesight up to a range of 10 feet.
Godly Destruction[edit]
At 18th level, whenever you hit a creature with an attack, you can spend one hit die and cause additional damage equal to the number rolled on the die + your Wisdom modifier. The additional damage is radiant.
Archetypes[edit]
Champion of the Gods[edit]
- Divine Might
Starting at 3rd level, you gain proficiency in the Athletics skill, and are considered two sizes larger for the purposes of shoving and grappling a creature.
In addition, you can use your bonus action on your turn to grapple a creature. If you do so while wielding a two-handed weapon, you can make attacks with it as if you were wielding that weapon in two hands.
- Holy Destruction
At 6th level, you can project beams of divine light upon your enemies. Make a ranged attack, using your Wisdom modifier, instead of your Dexterity, against a creature within 90 feet. On a hit, you deal damage equal to 1d8 + your Wisdom modifier. The damage is radiant.
In addition, when you make this attack against a creature, you can choose to add the effects of guiding bolt on the target, on a hit. Once you use this feature, you must complete a short or a long rest before you can use it again.
Templar[edit]
- Holy Protection
Starting at 3rd level, you can use your bonus action to summon a divine protection, that lasts for 1 minute. For the duration, you and any creature of your choice within 5 feet gain a bonus of +2 to their AC.
You can't use this ability again until you finish a long rest.
- Rosary Prayer
At 6th level, your holy symbol have an amount of rosary beads equal to 3 + your Fanatic level. On your turn, you can use your bonus action to utter a prayer related to the bead, and gain one of the following benefits:
- Prayer of Recovery. You cast cure wounds as a 1st-level spell, without using a spell slot.
- Prayer of Courage. You cast heroism as a 1st-level spell, without using a spell slot.
- Prayer of Protection. You cast protection from good and evil as a 1st-level spell, without using a spell slot.
- Prayer of Authority. You cast command as a 1st level spell, without using a spell slot.
The beads recover their power after you finish a long rest.
Holy Knight[edit]
- Vigilant Defender
Starting at 3rd level, while wielding a shield, opportunity attacks against you are made at disadvantage. In addition, you can don or doff a shield as a bonus action on your turn.
- Shield Bash
Starting at 6th level, whenever a creature makes an opportunity attack against you and misses, if you are wielding a shield you can use your reaction to make a melee weapon attack against that creature using the shield.
In addition, as a bonus action on your turn, you can spend 1 hit die to rush towards a hostile creature, and bash it with the shield. You move 15 feet in any direction, without provoking opportunity attacks.
If you make an attack after the movement, you have advantage on the attack and the attack is a critical on a 19 or 20 on the d20. In addition, you regain hit points equal to your Wisdom modifier after using this feature.
- Defender
At 10th level, whenever a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's AC until the start of your next turn.
You must be wielding a shield to do so.
Zealot[edit]
- Zealous Frenzy
At 3rd level, you gain the ability to enter in a divine fenzy. As a bonus action, you gain the following benefits for 1 minute or until you are knocked unconscious, take no damage on not make an attack since your last turn:
- Choose one creature when you enter in this frenzy. You have advantage on attacks against that creature.
- You have resistance to bludgeoning, piercing or slashing damage.
- You have advantage against being frightened or charmed.
You can use this feature a number of times equal to your wisdom modifier, and regain your uses after finishing a long rest.
- Rapture
Starting at 14th level, you can summon the divine fury on the earth around you. As an action, you can cause the earth to tremble, creating an earthquake with a 40-foot radius, centered on your location. This area becomes difficult terrain.
Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature's concentration is broken. At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw.
At the beginning of each of your subsequent turns, you may use your bonus action to continue the effects of the earthquake until the beginning of your next turn, for a maximum duration of 1 minute.
Once you have used this feature, you can not use it again until you complete a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fanatic class, you must meet these prerequisites: Constitution 13 and Wisdom 13.
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