Restriction: Deific
Due to the source of power that the protector draws from, you must follow a deity to choose this subclass and fall within that deity's allowed alignments.
Healer's Proficiency
Starting at 1st level when you take this Presence, you gain proficiency in shields, as well as the healer's kits, martial weapons and the Medicine skill.
Protected Entry
Also at 1st level, you learn to protect your team as they enter into the fray. When you roll initiative, you can choose a number of allied creatures within 30 feet equal to your Wisdom modifier (minimum of 1). The chosen allies gain temporary hit points equal to your Wisdom modifier plus your proficiency bonus.
Divine Gift
Beginning when you reach 3rd level, you have learned to heal those most at risk. You learn the spare the dying cantrip.
Additionally, as an action, you can expend one Leadership Die to cast cure wounds as a first level spell, and can pick one additional 1st level spell from the Cleric spell list that does not deal damage to cast in this way.
Your spellcasting ability for these spells is Wisdom.
Savior
Starting at 7th level, you have learned to more effectively channel your divine gifts to save those at risk. As a bonus action on your turn, you can expend 1 Leadership Die to cast spare the dying. When you cast it in this way, you may target any creature you can see within 30 feet of you.
Additionally, you may spend two Leadership Dice to cast Lesser Restoration as a second level spell.
Hero's Blessing
Starting at 11th level, you learn a series of tonics and chants to better enhance your healing. When you restore hit points to an ally using a spell, a warlord ability, or a healer's kit, you may grant that ally resistance to your choice of cold, fire, lightning, thunder or poison damage for 1 minute.
A creature may only have resistance to one damage type from this ability at a time. If they gain a new one, they immediately lose their old resistance.
Helpful Presence
Beginning at 15th level, simply being near you helps keep creatures alive. Creatures of your choice within 30 feet of you add your Wisdom modifier to all death saves.
In addition, whenever you stabilize a creature or restore hit points with a spell cast using Leadership Dice or with a healer's kit to a creature at 0 hit points, you grant that creature temporary hit points equal to twice your warlord level. A creature cannot benefit from this feature again until they complete a long rest.
Deific Boon
Starting at 18th level, you have been granted an exceptionally powerful boon by the gods. Choose four spells of 4th level or lower from the Cleric spell list that do not deal damage. You can cast these spells by expending a number of Leadership Dice equal to the spell's level. Your spellcasting ability for these spells is Wisdom.
You may choose different spells each time you finish a long rest.
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