"A word if you will." "Can this wait? I'm tending to a patient. Hold still you will feel a sting." *Sigh* "All done take it easy, make sure not to reopen the stitch." "Thank you reverend." "..." "Now, what is it?" "Are you aware of your new moniker? The Witch Doctor? Do you know who we are?" "Let the people say what they want, I could not care less" "Apologies, but you are aware of our status correct? We can not have one of our own be brandishing that name, you ought to spend less time trifling in the Underhangs and devote yourself into our faith." "... Is not what I am doing according to our doctrine." "Here again, misinterpreting where it shall suit you. Our doctrine is to uphold our beliefs beyond. And where are you going?!" "To uphold our beliefs." "Halt, there is more I wish to speak about your unbecomingness." "..." "Those scars of yours. Father Eistess, may have been welcoming, but the fool he is asked no questions, I am not as easily swayed." "..." "Now, who are you?"
As the Reverend, you are vital to keeping your party standing. A supportive role that can heal, cleanse debuffs and provide protection to party members. While not primarily a fighter, you can hold a fight on your own, but don't expect to win.
Wisdom is your spell casting ability. Treating wounds and providing saving grace requires a clear mind and focus.
After years of devotion your medical work has been refined to beyond abnormal standards, while it really seems like magic to others, for all you care it's been the same as it always has. Others say its witchcraft but what it truly is, is dedication.
Healing spells marked as "Mend" will heal Hit points for equal to that amount + the amount of stacks of Regeneration.
You gain Divinity equal to your Wisdom modifier (minimum of 1). During short rests, you may pray to regain up to half of your total Divinity. You regain all divinity after a Long rest.
Some creatures are categorized as Unholy, these creatures are vulnerable to Radiant damage.
At 3rd level, Choose between what doctrine of divinity to specialize in as a Reverend. At levels 7, 11, and 15, you are granted feats of your chosen path.
At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.
At 1st level, your physical attacks against Unholy creatures now deal additional Radiant damage equal to your maximum Divinity. Damage taken from Unholy creatures is reduced by an amount equal to your maximum Divinity.
At 2nd level, as a Bonus Action you may expend a number of divinity to regain a spell slot equal to the amount expended (e.g 5 divinity to regain a level 5 spell slot)
At 5th level, as a Reaction, whenever a creature that you can see fails an attack roll or skill check, you may expend divinity to add to their roll until where they would have succeeded.
At 9th level, Upon taking damage from a critical strike as a Reaction gain Temporary Hit points equal to half of Hit points lost. This feat may only be used once per battle.
At 17th level, as a Reaction, whenever you or a creature that you can see fails a saving throw. You may expend a hit die to reroll the saving throw with advantage. Choose the highest roll.
For 8 years I never once questioned it. Simply following orders. They gave me medals, they gave me honor, they called me a Hero, they gave me purpose. Never questioned it. A cog doesn't ask why it spins, a sword doesn't ask why it kills, it is simply their purpose. But all those people, was it "their" purpose? To cry, to scream, to plead with me? Then I asked a question. "For who?"
Defender of the weak, become a shield to those who are helpless to protect themselves.
A subclass that focuses on protecting allies and driving back enemy advances. Gains access to more offensive and defensive spells.
At 3rd level, gain proficiency in Heavy Armor and Shields. You may use your Wisdom modifier instead of Strength and Dexterity for your attack and damage rolls for your weapon attacks.
Gain the following Actions:
Retribution: When an ally that you can see is attacked and the attacker is within range of a melee attack of yours, as a Reaction, you may make a melee attack against the attacker with advantage. This attack goes first.
Brazen Blow: Make an Unarmed strike, target must make a Constitution saving throw DC equal to your maximum divinity, on failure the target is stunned.
At 7th level, you may now attack an additional time instead of once when taking the attack action on your turn.
At 11th level, you may resist unwilling or forceful movement by 5 ft. Gain advantage to resist being knocked Prone.
Gain the following Actions:
War Cry: As a Bonus Action yell out a war cry, any creature within 15 ft. that can hear will move 5 ft. away, targets must succeed in a Wisdom saving throw against your spell save DC or move 10 ft. away.
Break Through: As Bonus Action move at least 10 ft. in a direction towards a target, the target must succeed in a Strength saving throw against your spell save DC or be knocked Prone, targets of lower size than you roll with disadvantage, targets 1 size higher than you roll with advantage and targets 2 + sizes higher than you are immune. Creatures within 5 ft. during this are moved 5 ft. away.
At 15th level, when killed reduce hit points to 1 instead and remain conscious. During this state, any hit points you are healed is converted to temporary hit points instead, roll death saves as if you were dying.
Rolling 3 successes results in becoming stable and converting Temporary hit points to regular hit points, rolling 3 failures results in actual death. This feat can only be used once after a long rest.
Many men meet their end long after a battle has already ended, be it disease, infection or significant injuries sustained, The Practitioner sees to each and every wound from body to mind.
A subclass that focuses on negating damage and sustaining allies throughout the toughest of battles. Gains access to more healing and restoration spells.
At 3rd level, gain the action:
Divine Aegis: On an ally that you can see, as a Bonus Action you grant them resistance to any elemental or magical damage type until the start of your next turn. As a Reaction you may grant them the same resistance but only to the next instance of damage they take.
At 7th level, when you are incapacitated, knocked unconscious or dead. You may target yourself with a healing spell to regain consciousness or to revive yourself.
At 11th level, cleansing debuffs or negative conditions will also grant regeneration for every unique debuff or condition removed
At 15th level, any magical healing performed within 5 ft. from you (that you allow) will heal for its highest possible amount (e.g 2d6 = 12 hit points restored)
level | Abilities |
|---|---|
1 | Divine Imbuement |
2 | Channel Divinity |
3 | Class Specialization |
4 | Ability Score Improvement |
5 | Twist of Fate |
6 | - |
7 | Class Specialization |
8 | Ability Score Improvement |
9 | Power Through |
10 | - |
11 | Class Specialization |
12 | Ability Score Improvement |
13 | - |
14 | - |
15 | Class Specialization |
16 | Ability Score Improvement |
17 | Divine Intervention |
18 | - |
19 | Ability Score Improvement |
20 | Unshakable Faith |
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