JNAProductions
2020-08-10, 08:24 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, and Heavy Armor
Weapons: Simple and Martial Weapons
Tools: Any one artisan tool
Saving Throws: Dexterity and Charisma
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Medicine, Intimidation
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Chain Mail, (b) Scale Mail, or (c) Leather Armor
-Any two weapons you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one simple weapon you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one pack
Sororitas
Level
Proficiency Bonus
Features
Faith Points
1st
+2
Puritanical Senses, Fighting Style
-
2nd
+2
Faith, Armored In Faith
2
3rd
+2
Order
3
4th
+2
Ability Score Improvement
4
5th
+3
Extra Attack, Exorcism
5
6th
+3
Order Feature
6
7th
+3
Grace
7
8th
+3
Ability Score Improvement
8
9th
+4
Least Martyr
9
10th
+4
Order Feature
10
11th
+4
Radiance, Improved Exorcism
11
12th
+4
Ability Score Improvement
12
13th
+5
Martyr
13
14th
+5
Serenity
14
15th
+5
Order Feature
15
16th
+5
Ability Score Improvement
16
17th
+6
Extra Attack II, Greater Exorcism
17
18th
+6
True Martyr
18
19th
+6
Ability Score Improvement
19
20th
+6
Living Saint
20
Puritanical Senses
At level one, you may, as an action, open your senses to the world to detect unholy influences. You automatically detect if there are any Aberrations, Fey, Fiends, or Undead within 60' of you. You do learn which type(s) are present, but not their exact locations, nor their exact numbers.
Fighting Style
Also at level one, you may choose the Defense, Archery, or Great Weapon Fighting fighting style.
Armored In Faith
At level two, you may substitute your Charisma score for your Strength score for the purposes of wearing Heavy Armor without being slowed.
Faith
Also at level two, you gain a pool of Faith Points, equal to your Sororitas level. Your pool completely refreshes on a long rest, and you regain an amount equal to your Charisma modifier over a short rest. These can be used in various ways, oftentimes duplicating spells-and while the effects are magical in nature (and therefore susceptible to antimagic or dead magic) they are not the same as casting a spell, and therefore cannot have Counterspell used on them. Your Charisma is your ability score for these abilities.
Various abilities cost different amounts of Faith Points, and are available at the indicated levels.
0 Faith Abilities-These abilities do not cost any Faith Points, but cannot be used when your pool is empty.
Stabilize-2nd Level
You may cast Spare The Dying
Protect-2nd Level
You may cast Resistance
1 Faith Abilities
Canny Senses-2nd Level
You may use your Puritanical Senses to learn the exact number of the various types you can detect.
Cure-2nd Level
You may cast Cure Wounds as a 1st level spell.
Empower-2nd Level
You may cast Heroism as a 1st level spell.
2 Faith Abilities
Cleanse-5th Level
You may cast Dispel Magic as a 3rd level spell.
Holy Retort-2nd Level
You may cast Hellish Rebuke as a 1st level spell, dealing radiant damage instead of fire.
Null-5th Level
You may cast Counterspell as a 3rd level spell.
5 Faith Abilities
True Senses-5th Level
You may, while using your Puritanical Senses, have it last for one minute, and pinpoint the exact location of the creatures detected.
Shepherd-5th Level
You may cast Mass Healing Word as a 3rd level spell.
Revive-5th Level
You may cast Revivify as a 3rd level spell, ignoring its normal expense.
Immolate-5th Level
You may cast Fireball, centered on yourself, as a 3rd level spell.
Order
At level three, choose what holy Order you wish to be a part of. This choice grants you features at levels three, six, ten, and fifteen.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you gain +2 to any one ability score, or +1 to any two.
Extra Attack
At level five, you may attack twice instead of once when you take the Attack action on your turn. At level seventeen, this improves to three times.
Exorcism
Also at level five, you may perform an Exorcism. Over the course of a ritual requiring an hour, you may cast Protection From Evil And Good, targeting a number of people equal to your proficiency bonus, instead of only one. Additionally, you may channel your faith as an action, once per short rest, into an immediate Exorcism, allowing one person within 60' to immediately make a new save against any effect that has Charmed or Frightened them.
Grace
At level seven, you gain proficiency in any one saving throw you do not already have proficiency in.
Least Martyr
At level nine, once per long rest, you may return from death itself. One hour after your death, Raise Dead is automatically cast upon you should your spirit wish it.
Radiance
At level eleven, you deal an additional 1d8 points of radiant damage on all attacks you make.
Improved Exorcism
Also at level eleven, your Exorcism improves. You may now extend the duration of your Protection to an hour (still requiring concentration, though), and anyone who gains the benefit of an Exorcism may also immediately make a save against any disease, poison, or curse afflicting them. Your immediate Exorcism may now target a number of people equal to your proficiency modifier as well.
Martyr
At level thirteen, your Martyr ability improves. You may either gain the effects of Raise Dead one hour after your death, or Revivify five rounds afterwards.
Serenity
At level fourteen, you add your Charisma modifier to all saves you make.
Greater Exorcism
At level seventeen, your Exorcism improves further. You may now extend the duration of your Protection to eight hours, and any saves made as a result of the Exorcism are made with advantage. Additionally, any saves made form your immediate Exorcism are also made with advantage.
True Martyr
At level eighteen, your Martyr ability improves further. You gain the benefits of True Resurrection on your body, any time within an hour after your death. If you choose to resurrect immediately and died in combat, you retain your initiative count. You may only gain this benefit once per long rest.
Living Saint
At level twenty, you are perfection of your faith incarnate. All your stats improve their current and maximum by 2, to a max of 30.
Our Martyred Lady
The Most Pious
At level three, your Faith Points maximum increases by your proficiency modifier.
Vengeance For The Fallen
At level six, you may add your proficiency modifier to your damage rolls, provided the damage is inflicted upon a creature that has directly harmed an ally of yours last round. If a creature kills one of your allies, you gain advantage on all attack rolls against them for one minute, and may add your proficiency bonus to any damage roll made against them in that time.
Faith Healing
At level ten, add your proficiency modifier to the result of any usage of Faith Points that heals yourself or another creature.
Protector
At level fifteen, you can use your Faith Points to shield yourself and others from harm. As an action, you may spend three faith points to give yourself and all allies within 30' THP equal to your proficiency modifier times your Charisma modifier. These THP last for ten minutes. You may also use this ability as a bonus action, but in that case, halve the THP granted.
Valorous Heart
Purity Of Faith
At level three, gain three HP. In addition, whenever you gain a level in this class, gain an additional HP.
Shielded In Faith
At level six, increase your AC by 1.
Aura Of Security
At level ten, as a reaction, you may reduce damage you or an ally within 10' takes by an amount equal to your proficiency modifier.
Undying
At level fifteen, when you start the turn with at least one HP but are below half your maximum total, you regain HP equal to your Charisma modifier plus your proficiency modifier.
Argent Shroud
Where I Am Needed...
At level three, you may Dash as a bonus action.
Sure Fire
At level six, you may ignore the effects of half and three-fourths cover.
Godspeed
At level ten, your base speed increases by 10'.
There I Shall Be
At level fifteen, you may, once per long rest, cast Teleport or Plane Shift (only targeting willing creatures).
Bloody Rose
Reckless Attack
At level three, you may choose to grant all attacks against you advantage till the start of your next turn, in order to gain advantage on any melee attacks you make until the start of your next turn.
Berserk
At level six, you may reduce your AC by any amount up to your proficiency modifier until the start of your next turn, in order to add that same amount to all damage rolls you make with melee weapons until the start of your next turn.
An Undying Passion
At level ten, you may fight on even after death. When dropped to zero HP, you may choose to stay conscious and continue fighting for up to one minute. You accrue death saves as normal, and die when you reach six failed death saves, or if a minute passes and you have not received any healing.
An Everburning Radiance
At level fifteen, your Radiance ability improves to 1d12 when using a melee weapon.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, and Heavy Armor
Weapons: Simple and Martial Weapons
Tools: Any one artisan tool
Saving Throws: Dexterity and Charisma
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Medicine, Intimidation
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Chain Mail, (b) Scale Mail, or (c) Leather Armor
-Any two weapons you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one simple weapon you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one pack
Sororitas
Level
Proficiency Bonus
Features
Faith Points
1st
+2
Puritanical Senses, Fighting Style
-
2nd
+2
Faith, Armored In Faith
2
3rd
+2
Order
3
4th
+2
Ability Score Improvement
4
5th
+3
Extra Attack, Exorcism
5
6th
+3
Order Feature
6
7th
+3
Grace
7
8th
+3
Ability Score Improvement
8
9th
+4
Least Martyr
9
10th
+4
Order Feature
10
11th
+4
Radiance, Improved Exorcism
11
12th
+4
Ability Score Improvement
12
13th
+5
Martyr
13
14th
+5
Serenity
14
15th
+5
Order Feature
15
16th
+5
Ability Score Improvement
16
17th
+6
Extra Attack II, Greater Exorcism
17
18th
+6
True Martyr
18
19th
+6
Ability Score Improvement
19
20th
+6
Living Saint
20
Puritanical Senses
At level one, you may, as an action, open your senses to the world to detect unholy influences. You automatically detect if there are any Aberrations, Fey, Fiends, or Undead within 60' of you. You do learn which type(s) are present, but not their exact locations, nor their exact numbers.
Fighting Style
Also at level one, you may choose the Defense, Archery, or Great Weapon Fighting fighting style.
Armored In Faith
At level two, you may substitute your Charisma score for your Strength score for the purposes of wearing Heavy Armor without being slowed.
Faith
Also at level two, you gain a pool of Faith Points, equal to your Sororitas level. Your pool completely refreshes on a long rest, and you regain an amount equal to your Charisma modifier over a short rest. These can be used in various ways, oftentimes duplicating spells-and while the effects are magical in nature (and therefore susceptible to antimagic or dead magic) they are not the same as casting a spell, and therefore cannot have Counterspell used on them. Your Charisma is your ability score for these abilities.
Various abilities cost different amounts of Faith Points, and are available at the indicated levels.
0 Faith Abilities-These abilities do not cost any Faith Points, but cannot be used when your pool is empty.
Stabilize-2nd Level
You may cast Spare The Dying
Protect-2nd Level
You may cast Resistance
1 Faith Abilities
Canny Senses-2nd Level
You may use your Puritanical Senses to learn the exact number of the various types you can detect.
Cure-2nd Level
You may cast Cure Wounds as a 1st level spell.
Empower-2nd Level
You may cast Heroism as a 1st level spell.
2 Faith Abilities
Cleanse-5th Level
You may cast Dispel Magic as a 3rd level spell.
Holy Retort-2nd Level
You may cast Hellish Rebuke as a 1st level spell, dealing radiant damage instead of fire.
Null-5th Level
You may cast Counterspell as a 3rd level spell.
5 Faith Abilities
True Senses-5th Level
You may, while using your Puritanical Senses, have it last for one minute, and pinpoint the exact location of the creatures detected.
Shepherd-5th Level
You may cast Mass Healing Word as a 3rd level spell.
Revive-5th Level
You may cast Revivify as a 3rd level spell, ignoring its normal expense.
Immolate-5th Level
You may cast Fireball, centered on yourself, as a 3rd level spell.
Order
At level three, choose what holy Order you wish to be a part of. This choice grants you features at levels three, six, ten, and fifteen.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you gain +2 to any one ability score, or +1 to any two.
Extra Attack
At level five, you may attack twice instead of once when you take the Attack action on your turn. At level seventeen, this improves to three times.
Exorcism
Also at level five, you may perform an Exorcism. Over the course of a ritual requiring an hour, you may cast Protection From Evil And Good, targeting a number of people equal to your proficiency bonus, instead of only one. Additionally, you may channel your faith as an action, once per short rest, into an immediate Exorcism, allowing one person within 60' to immediately make a new save against any effect that has Charmed or Frightened them.
Grace
At level seven, you gain proficiency in any one saving throw you do not already have proficiency in.
Least Martyr
At level nine, once per long rest, you may return from death itself. One hour after your death, Raise Dead is automatically cast upon you should your spirit wish it.
Radiance
At level eleven, you deal an additional 1d8 points of radiant damage on all attacks you make.
Improved Exorcism
Also at level eleven, your Exorcism improves. You may now extend the duration of your Protection to an hour (still requiring concentration, though), and anyone who gains the benefit of an Exorcism may also immediately make a save against any disease, poison, or curse afflicting them. Your immediate Exorcism may now target a number of people equal to your proficiency modifier as well.
Martyr
At level thirteen, your Martyr ability improves. You may either gain the effects of Raise Dead one hour after your death, or Revivify five rounds afterwards.
Serenity
At level fourteen, you add your Charisma modifier to all saves you make.
Greater Exorcism
At level seventeen, your Exorcism improves further. You may now extend the duration of your Protection to eight hours, and any saves made as a result of the Exorcism are made with advantage. Additionally, any saves made form your immediate Exorcism are also made with advantage.
True Martyr
At level eighteen, your Martyr ability improves further. You gain the benefits of True Resurrection on your body, any time within an hour after your death. If you choose to resurrect immediately and died in combat, you retain your initiative count. You may only gain this benefit once per long rest.
Living Saint
At level twenty, you are perfection of your faith incarnate. All your stats improve their current and maximum by 2, to a max of 30.
Our Martyred Lady
The Most Pious
At level three, your Faith Points maximum increases by your proficiency modifier.
Vengeance For The Fallen
At level six, you may add your proficiency modifier to your damage rolls, provided the damage is inflicted upon a creature that has directly harmed an ally of yours last round. If a creature kills one of your allies, you gain advantage on all attack rolls against them for one minute, and may add your proficiency bonus to any damage roll made against them in that time.
Faith Healing
At level ten, add your proficiency modifier to the result of any usage of Faith Points that heals yourself or another creature.
Protector
At level fifteen, you can use your Faith Points to shield yourself and others from harm. As an action, you may spend three faith points to give yourself and all allies within 30' THP equal to your proficiency modifier times your Charisma modifier. These THP last for ten minutes. You may also use this ability as a bonus action, but in that case, halve the THP granted.
Valorous Heart
Purity Of Faith
At level three, gain three HP. In addition, whenever you gain a level in this class, gain an additional HP.
Shielded In Faith
At level six, increase your AC by 1.
Aura Of Security
At level ten, as a reaction, you may reduce damage you or an ally within 10' takes by an amount equal to your proficiency modifier.
Undying
At level fifteen, when you start the turn with at least one HP but are below half your maximum total, you regain HP equal to your Charisma modifier plus your proficiency modifier.
Argent Shroud
Where I Am Needed...
At level three, you may Dash as a bonus action.
Sure Fire
At level six, you may ignore the effects of half and three-fourths cover.
Godspeed
At level ten, your base speed increases by 10'.
There I Shall Be
At level fifteen, you may, once per long rest, cast Teleport or Plane Shift (only targeting willing creatures).
Bloody Rose
Reckless Attack
At level three, you may choose to grant all attacks against you advantage till the start of your next turn, in order to gain advantage on any melee attacks you make until the start of your next turn.
Berserk
At level six, you may reduce your AC by any amount up to your proficiency modifier until the start of your next turn, in order to add that same amount to all damage rolls you make with melee weapons until the start of your next turn.
An Undying Passion
At level ten, you may fight on even after death. When dropped to zero HP, you may choose to stay conscious and continue fighting for up to one minute. You accrue death saves as normal, and die when you reach six failed death saves, or if a minute passes and you have not received any healing.
An Everburning Radiance
At level fifteen, your Radiance ability improves to 1d12 when using a melee weapon.