Level Features
1 Two Basic Talents 11 One Basic, Trained or Advanced Talent
2 One Basic Talent 12 Ability Score Increase
3 Strong Hero Archetype 13 One Basic, Trained or Advanced Talent
4 Ability Score Increase 14 Archetype Feature
5 One Basic or Trained Talent 15 One Basic, Trained or Advanced Talent
6 One Basic or Trained Talent 16 Ability Score Increase
7 Archetype Feature 17 One Basic, Trained, Advanced or Expert Talent
8 Ability Score Increase 18 Archetype Feature
9 One Basic or Trained Talent 19 One Basic, Trained, Advanced or Expert Talent
10 Archetype Feature 20 One Basic, Trained, Advanced or Expert Talent
faith HERO
Faith HERO
Class Role: Support, Defender, Spiritual Leader
Primary Ability: Faith
Secondary Abilities: Charisma, Constitution
Hit Dice: d8
Armor Training: Light Armor, Medium Armor, Shields
Weapon Training: Simple Weapons
Saving Throws: Wisdom, Faith
Skill Proficiencies (Choose 3)
Insight, Medicine, Persuasion, Religion, History, Survival, Perception, Intimidation
LEVEL PROGRESSION SUMMARY
Level Features
1 Two Basic Talents 11 One Basic, Trained or Advanced Talent
2 One Basic Talent 12 Ability Score Increase
3 Strong Hero Archetype 13 One Basic, Trained or Advanced Talent
4 Ability Score Increase 14 Archetype Feature
5 One Basic or Trained Talent 15 One Basic, Trained or Advanced Talent
6 One Basic or Trained Talent 16 Ability Score Increase
7 Archetype Feature 17 One Basic, Trained, Advanced or Expert Talent
8 Ability Score Increase 18 Archetype Feature
9 One Basic or Trained Talent 19 One Basic, Trained, Advanced or Expert Talent
10 Archetype Feature 20 One Basic, Trained, Advanced or Expert Talent
CORE CLASS FEATURES
basic talents:
sacred training
Gain proficiency in two skills or tools of your choice.
guiding presence
As a Bonus Action, choose one allied creature within 30 feet.
Their next attack roll or saving throw gains a bonus equal to your faith modifier.
divine resolve
When you fail a saving throw, you may reroll it.
You must use the new result.
Once per Short Rest.
consecrated weapon
Gain proficiency with one weapon of your choice.
You may use faith instead of Strength or Dexterity for attack and damage rolls with that weapon.
spiritual fortitude
Gain proficiency in one saving throw of your choice, or Expertise in one you already have proficiency in.
lay on hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
radiant pulse
As an Action, creatures of your choice within 10 feet regain Hit Points equal to your faith modifier. Up to your Proficiency Modifier per Long Rest.
trained talents
gains!
permanently gain +2 to your faith score
blessed initiative
you gain advantage on initiative rolls
inspired strikes
Once per turn, when an ally within 30 feet hits a creature, they deal additional Radiant damage equal to your faith modifier.
improved guidance
You may target a second creature when using "guiding presence."
advanced talents
gains! x2
permanently gain +2 to your faith score (Max. 22)
miracle worker
Whenever you restore Hit Points to a creature, they also gain temporary Hit Points equal to your faith modifier.
divine ward
As a Reaction, when a creature within 30 feet takes damage, reduce the damage by 1d10 + your faith modifier.
You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.
sacred rebuke
When a creature damages you, you may use your Reaction to deal Radiant damage equal to your faith modifier + your level.
expert talents
gains! x3
permanently gain +2 to your faith score (Max. 24)
soul of the faithful
Any faith rolls of 9 or lower count as 10.
miracle roll
Once per Long Rest, when a creature within 30 feet would be reduced to 0 Hit Points, they instead drop to 1 Hit Point and immediately regain Hit Points equal to your Wisdom modifier.
resurrection spark
Once per story chapter, you may make a faith check (DC 30 - the Level of the target) in order to resurrect a dead character. (With Storyteller's approval.)
Faith HERO ARCHETYPES
prophet
Role: Support, Oracle, Battlefield Controller
Fantasy: Seer, Saint, Divine Messenger
"The future is already written."
Level 3 – Prophetic Vision
At the start of combat, choose one creature you can see:
-
Allies gain Advantage on attacks against them until the end of your next turn.
Level 7 – Omen of Warning
As a Reaction when an ally within 30 feet is attacked:
-
Impose Disadvantage on the attack roll.
You may use this feature up to your Faith modifier times per Long Rest.
Level 10 – Divine Revelation
You gain Truesight out to 30 feet for 1 minute.
Once per Long Rest.
Level 14 – Fate Foretold
Once per turn, when a creature within 30 feet rolls a d20, you may add or subtract 1d8 from the result.
Level 18 – Voice of Heaven
As an Action, invoke divine authority for 1 minute:
-
Allies within 30 feet gain Advantage on saving throws.
-
Enemies within 30 feet have Disadvantage on Wisdom saving throws.
Once per Long Rest.
templar
Role: Defender, Frontline Support, Holy Warrior
Fantasy: Crusader, Guardian, Sacred Knight
"Faith is strongest behind a shield."
Level 3 – Blessed Armor
While wearing Medium Armor or using a Shield:
-
Gain +1 AC.
-
Allies within 5 feet gain +1 to saving throws.
Level 7 – Smite the Wicked
Once per turn when you hit a creature:
-
Deal an additional 1d8 Radiant damage.
Increase this to 2d8 against Fiends or Undead.
Level 10 – Holy Bulwark
As an Action, create a 15-foot aura for 1 minute:
-
Allies gain Resistance to Necrotic or Fire damage.
-
Enemies treat the area as Difficult Terrain.
Once per Long Rest.
Level 14 – Martyr's Grace
When an ally within 10 feet takes damage, you may take the damage instead.
Level 18 – Immovable Saint
You gain Resistance to all non-magical damage and cannot be forcibly moved against your will.
Evangelist
Role: Support, Inspiration, Social Manipulation
Fantasy: Preacher, Zealot, Cult Leader
"One voice can move nations."
Level 3 – Stir the Masses
As an Action, choose up to three creatures within 30 feet:
-
They gain temporary Hit Points equal to your Faith modifier + your level.
Level 7 – Zealous Conviction
Allies within 20 feet gain Advantage on saving throws against Fear.
Level 10 – Inspiring Word
As a Bonus Action, one allied creature within 30 feet may immediately:
-
Move up to half their speed, or
-
Make one weapon attack.
Level 14 – Fanatic Devotion
When an ally within 30 feet fails a saving throw, you may allow them to reroll it.
Once per creature per Long Rest.
Level 18 – Divine Awakening
As an Action, for 1 minute:
-
Allies within 30 feet gain Advantage on attack rolls.
-
Whenever an ally within the aura reduces a creature to 0 Hit Points, they regain Hit Points equal to your Faith modifier.
Once per Long Rest.