Restless Fury
From 1st level, you can cast a spell or cantrip that requires you to make a spell or melee weapon attack as a bonus action instead of its normal casting time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain these uses when you finish a long rest.
Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
Woeful Warrior
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Resilient Constitution
Increase the chosen ability by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
4th Level cleric ASI
+2 con
8th Level cleric ASI
+2 str
4th Level fighter ASI: Blessed by Wind
-Increase your movement speed by 10 feet.
-You can take the Dash action as a bonus action on your turn.
-When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest.
Channel Divinity(2 per short rest)
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Destroy Undead (CR 1)
Starting at 8th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Dire Aura
Starting at 2nd level, you can use your Channel Divinity as an action to create an aura 30 feet around you for 1 minute. All creatures within this aura can score critical hits on a roll of 19 or 20. All creatures that start their turn inside the aura gain a 10 foot bonus to their movement speeds as long as they move in a straight line towards a hostile creature.
Myrmidon Echelon
Loyalty 1 - As a bonus action you grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal 1 hitpoint. You must complete a long rest before you can use this ability again.
Loyalty 2 - Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.
Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Insatiable Savagery
Starting at 6th level, you gain resistance to fire damage.
When you cast a spell that deals physical or fire damage, you can add your Wisdom modifier to one physical or fire damage roll of that spell against one of its targets.
Vengeful Strike
At 8th level, you gain the ability to strike back against enemies with a vengeance. Once on each round when a hostile creature hits you with an attack, you can use your reaction to make a melee weapon attack back at the creature, dealing an extra 1d10 fire damage to the target. When you reach 14th level, the extra damage increases to 2d10.
Blazing Glory
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Class/Racial Features & Traits
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