Holy Fighter (5e Class)

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Holy Fighter[edit]

As a holy-radiant beam shines on the padded armor, even in the thick dust kicked up from the battle, with a high elf behind him as they run for the dark-unholy bearded demon swings his thick-brown beard onto the floor and is lifted up and the high elf looks for a weak spot and distract the foul demon while the human is in the air and lands and plunges his battle-worn and blooded short sword into the head of the foul demon

Born To Fight[edit]

Holy Fighters know to swing an axe, fence with a rapper stab in a blind spot so you can kill the enemy and they know how to know what areas to protect with armor. A holy fighter is someone who is equipped and trained for the easiest and hardest fights, they are battle-born

Creating a Holy Fighter[edit]

When creating a holy fighter, ask yourself what deity you serve. How did you begin your path as a worship of said deity or celestial entity? Did you have been indoctrinated by a cleric of that faith, by an emissary, or through a personal divine experience?

Quick Build

You can make a Holy Fighter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose the chain mail, a longsword and a shield, a light crossbow and 20 bolts, an explorer's pack and the holy symbol.

Class Features

As a holy fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per holy fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per holy fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The holy fighter

Level Proficiency
Bonus
Features Miracle Level Fervor Uses
1st +2 Fighting Style, Miracles 1st 2
2nd +2 Fervor 1st 2
3rd +2 Holy Archetype 1st 2
4th +2 Ability Score Improvement 1st 2
5th +3 Extra Attack 2nd 3
6th +3 Blessings 2nd 3
7th +3 Holy Archetype feature 2nd 3
8th +3 Ability Score Improvement 2nd 3
9th +4 Purification (one use) 3rd 4
10th +4 Holy Archetype feature 3rd 4
11th +4 Holy Strike (2d6 or 4d6) 3rd 4
12th +4 Ability Score Improvement 3rd 4
13th +5 Purification (two uses) 4th 5
14th +5 Blessings 4th 5
15th +5 Holy Archetype feature 4th 5
16th +5 Ability Score Improvement 4th 5
17th +6 Purification (three uses) 5th 6
18th +6 Holy Archetype feature 5th 6
19th +6 Ability Score Improvement 5th 6
20th +6 Holy Strike (3d6 or 6d6) 5th 6

Miracles[edit]

At 1st level, you can pray for a miracle of your god. At the start of your turn if you have your holy symbol at hand, you can pray for your god's intervention.

Choose any spell from the cleric's list or from the War Domain list, and make a Wisdom (Religion) check against a DC of 10 + the spell level. This check requires an Action or Bonus Action (depending on the chosen spell).

The maximum level of the spell you can choose equals the number shown on the Miracle Level column on the Holy Fighter table. Once you successfully cast a miracle, the save DC for the test raises by 5. The DC resets to 10 after a long rest.

Fervor[edit]

At 2nd level, your body is animated by your zeal and faith. Without requiring an action, you can use your fervor to cause one of the following effects:

  • If you fail a saving throw, you can choose to succeed instead.
  • If you are reduced to 0 hit points, you can instantly spend all your remaining hit dice, recovering hit points as if you had completed a short rest.
  • If you miss an attack, you can choose to hit instead. That attack is automatically a critical.

You can use Fervor twice, regaining your uses after finishing a long rest. You gain more uses of fervor, as shown on the Fervor Uses column on the Holy Fighter table.

Ability Score Improvement[edit]

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.

Blessings[edit]

Starting at 6th level, you've been blessed by your god. Choose one of the following blessings shown in the DMG pg. 227: Blessing of Health, Blessing of Protection, Blessing of Magic Resistance, Blessing of Understanding, Blessing of Valhalla, Blessing of Weapon Enhancement or Blessing of Wound Closure.

You gain the benefits of the chosen blessing. You gain an additional blessing at 14th level.

Purification[edit]

At 9th level, your body can be purified by your god. As an action, you can end either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned.

Alternatively, if have remaining uses of this feature, and finish a short or long rest, you gain the benefits of Greater Restoration.

You can use this feature once, gaining an additional use of this feature at 13th and another one at 17th level.

Holy Strike[edit]

At 11th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d6 radiant damage Against fey, fiend and undead, the additional damage is 4d6.

This damage increases to 3d6 (or 6d6 against fey, fiend or undead) at 20th level.

Holy Fighter Archetypes[edit]

Vanquisher[edit]

Vanquishers are holy fighters who master the art of slaying evil through the use of powerful smites. With a swift blow from a divine enhanced weapon, they strike fear and destruction through the hordes of darkness.

Smite

Starting at 3rd level, you gain the ability to strike your foes with powerful smites. You can use one of your Smites twice, and regain your uses of it after finishing a short or a long rest.

You start by knowing three smites: searing smite, thunderous smite and wrathful smite. These spells don't require a bonus action to cast, being activated after a successful hit, and also don't require concentration.

The level in which those spells are cast equals your Miracle Level.

Potent Smite

Also at 7th level, your smites are harder to resist. Whenever your target succeeds on a saving throw against your smite, you can use your Bonus Action to force it to reroll the save, taking the new result.

In addition, you learn the branding smite.

Consecrated Blade

At 10th level, your weapon becomes magical and hoy. The weapon is considered magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage.

In addition, you learn the Blinding Smite.

Favored Smite

At 15th level, when you finish a short or a long rest, you can choose one smite as a favored smite. Your first attack of each combat will cause the effects of your Favored Smite, not spending uses of your Smite feature.

In addition, you learn the Staggering Smite.

Charged Blade

At 18th level, whenever you smite a creature, your weapon remains charged with divine power. Until the end of your next turn, your first successful attack cause additional 2d6 damage, from the smite's damage type.

In addition, you learn the Banishing Smite.

Crusader[edit]

Moved by extreme zeal and faith, crusaders march for war in name of their gods. These enduring knights are the tip of the lance of any incursion on lands corrupted by darkness, hellish forces or abyssal hordes, being the most enduring and brave of all holy fighters.

Righteous Wrath

Starting at 3rd level, you learn how to ignore your wounds and pain and keep fighting through sheer divine rage. As a bonus action, you enter in Righteous Wrath.

For 1 minute, you gain a +2 bonus to your attack rolls and regain hit points at the start of each turn equal to your proficiency bonus.

If you are reduced to 0 hit points while Righteous Wrath is active, you fall to 1 hit point instead and the Wrath ends.

Once you use this feature, you can't do it again until you finish a short or a long rest. You can use it two times between rests at 10th level and three times at 18th level.

Blind Faith

At 7th level, you are protected from the influences of darkness by your zealotry. You become immune to the charmed and the frightened conditions.

Zealous Rampage

At 15th level, whenever you are under your Righteous Wrath, you can give your attackers on all attacks made until the start of your next turn. If you do so, you can make an additional attack as part of the attack action on this turn.

Godly Intervention

At 18th level, when you are reduced to 0 hit points, you can instantly cast a miracle (no action required). This miracle doesn't require a check and can be used even if you are not able of taking actions or bonus actions.

Once you use this feature, you can't do it again until you finish a long rest.

Hospitaler[edit]

In the gory darkness of the battlefield, hospitalers appears as shining beacons of light, bringing healing to the wounded, or a quick and merciful death to those beyond salvation. Hospitallers are holy fighters trained in the medical arts, generally servants of life deities, and have as their mission to save as many lives as possible from certain death.

Medical Arts

When you choose this subclass at 3rd level, you learn the Spare the Dying cantrip and gain proficiency with the Herbalist Kit and with the Medicine skill.

Touch of Mending

Starting at 3rd level, you can cure the wounded with a simple touch. You have a number of mending dice equal to twice your Holy Fighter level. These dices are d8's.

When you touch a creature, you can spend any amount of those points and restore a number of hit points equal to the points spent to that creature.

Once your mending dice are spent, you can't use this feature again until you finish a long rest.

Medical Expert

Starting at 7th level, your proficiency bonus is doubled for any ability check you make that uses Persuasion, and for Wisdom (Religion) checks for the following miracles: cure wounds, lesser restoration, greater restoration, mass cure wounds, healing word, mass healing word, prayer of healing and life transference.

Fervorous Healing

At 10th level, you can share your favor with your allies, allowing them to mend their wounds. You can spend a use of fervor on your turn to cause two creatures you can see within 60 feet, allowing those creatures to roll hit dice as a reaction (up to an amount equal to your proficiency bonus) regaining hit points equal to the number rolled.

Starting at 18th level, you can choose three, rather than two.

Cleansing Aura

At 15th level, whenever you use purify to remove a condition from you, you also remove that condition from any creature of your choice within 10 feet.

At 18th level, the aura reach increases to 30 feet.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Holy Fighter class, you must meet these prerequisites: Strength 13 and Wisdom 13.

Proficiencies. When you multiclass into the Holy Fighter class, you gain the following proficiencies: simple and martial weapons, light armor, medium armor.

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