Not all those who are spiritual choose to join a god’s following. Many young people join together in bands of warriors, determined to fight for those who cannot defend themselves. These people might do it because of some connection they feel to a god or deity, but just as many join these bands because of a heartfelt need to do some good in the world.
|3rd||Spellcasting, Voice of Reason|
|15th||Peace of Mind|
|18th||Divine Armor Holy Heart|
|Fighter Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Cantrips may be chosen from the abjuration, enchantment, or evocation cantrips on the cleric spell list.
Spell Slots. The Holy Heart 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, all of which you must choose from the abjuration, enchantment, and evocation spells on the cleric spell list.
The Spells Known column of the Holy Heart Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration, 74 enchantment, or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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, and it must be an abjuration, enchantment, or evocation spell, except for the spells gained from the Informative Spellcasting feature.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you draw your magical prowess from the faith you have to your deity. You use your Wisdom whenever a spell refers to your 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.
Voice of Reason
At 3rd level, your ability to hold yourself back in a fight gives you an edge when an enemy is in their final moments. When you hit a creature that is below its hit point maximum with a melee attack, you may choose to forgo doing damage on the attack. Instead, you attempt to make a compelling argument for the creature to surrender.
The creature must make a Wisdom saving throw against your spell save DC as you are embodied with holy radiance.
The creature has disadvantage on the saving throw if it is below half of its hit point maximum.
On a failed save, if the creature is humanoid, the creature is convinced you mean it no harm and will no longer attack.
After you used this feature, the humanoid is considered nonhostile, but not an ally. It will believe you and your allies won’t attack it, but it will still be wary of you. The humanoid will return to being hostile if it is attacked, subjected to spells without its consent, or otherwise harmed by you of any or your allies. If the creature is not a humanoid and fails the saving throw, it will have disadvantage on all attacks it makes on its next turn, as your attempt at diplomacy has confused it.
If the creature succeeds, it will focus its ire on you, giving itself advantage on its next attack, but only if that attack is directed at you. If it succeeded, the next attack you make against the creature has advantage, as you managed to cause enough of a distraction to find an opening in its defense.
The creature is immune to this feature if it is immune to charm effects, but traits such as fey ancestry does not grant any advantages.
Once you have used this feature, you can’t use it again until you finish a short or long rest.
At 7th level, when you hit a creature with a weapon attack and you are concentrating on a spell from the cleric spell list, you do an extra 1d4 radiant damage. If the creature’s type is fiend or undead, the damage increases to 1d6.
At 10th level, your deity grants you new knowledge. You learn three spells of your choice from the cleric spell list, and they don’t count against number of spells known. These spells can come from any school of magic, and must be of a level for which you have spell slots.
Should the spells granted by this feature carry the ritual tag, you can cast the chosen spells as rituals.
Peace of Mind
At 15th level, your connection to your deity makes you less likely to lose control. You gain proficiency in Wisdom saving throws.
Starting at 18th level, when you lose concentration on a cleric spell, you can use your reaction to let a boom of bright light explode out from your body. Any hostile creature within 20 feet of you must make a Constitution saving throw. It takes 1d6 radiant damage on a failed save and half as much damage on a successful one, as a golden blast radiates out from your body. The damage increases by 1d6 for every level the concentration spell was above 1st.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen