Battle Healer

Battle Healer

Battle Healers are often the first to rush into a fight. They tend to relish the battle, and rarely retreat unless given good reason to do so. Though they are are generally aggressive and direct, they do understand that sometimes discretion is the better part of valor. Winning a battle is as important to them as the joy of being in battle, and they are not afraid to postpone a fight if it appears unwinnable.

More Fluff

Fluff

Creating a Battle Healer

When creating your Battle Healer, consider...

The Battle Healer
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Demonic Awareness, Unarmored Hunter, Demon Sense
2nd +2 Hunter's Fury, Furious Strikes 2
3rd +2 Hunter's Path (Archetype), Devil's Sight 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Demonic Resistance 4 2
7th +3 Archetype Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Relentless Pursuit 4 3 2
10th +4 Demonic Endurance 4 3 2
11th +4 11th level thing 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 13th Level Thing 4 3 3 1
14th +5 14th Level Thing 4 3 3 1
15th +5 Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 17th Level Thing 4 3 3 3 1
18th +6 18th Level Thing 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Archetype Feature 4 3 3 3 2

Battle Healer

At 1st level, you gain the ability to channel divine energy to heal wounds during battle. Once on each of your turns when you hit an enemy creature with a melee weapon attack, you may use a bonus action to reach out with divine power to heal yourself or an ally within 60 feet of you that you can see. This healing is 1d6 at 1st level, and increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6) level.

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

















Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.

When you reach 14th level, the extra damage increases to 2d8.

Blessing of Battle

At 17th level, you're more readily able to channel your divine power into your weapon. As an action, you may invoke the power of your deity to enhance your martial skills. For the next minute, you gain a +1 bonus to attack rolls with all melee weapons. When you use this feature, you may choose to expend a spell slot to increase the attack bonus. Spending a spell slot of 3rd or 4th level increases the bonus to +2, and spending a spell slot of 5th level or higher increases the bonus to +3.

Once you use this feature, you must complete a long rest before you may benefit from it again.

Credits

Art

Page 1: Intelligence Check - Eclipse and D&D Fifth Edition – The Cleric; https://alzrius.files.wordpress.com/2014/07/cleric.jpg


Page 2: Ti'seer | Peril of Faerun | Obsidian Portal; https://db4sgowjqfwig.cloudfront.net/images/2395731/Cleric_Angel_Wings_small.jpg