Focus on buffs to allies. The faith worshipper will serve as an analog to the paladin, cleric and in some ways the warlock. Likely, the paladin will be an offensive sub-class, the cleric a utility sub-class, and elements of the warlock will show up in the defensive sub-class. The source of this class' power, can come from divine beings, or other otherworldly creatures such as demons, powerful fae, etc. Additionally, some individuals are capable fo having such incedible faith in something or someone not otherworldly, which that faith can manifest in magical abilities. At the end of the day, while those otherworldly beings can assist in the process, this class' power comes from their faith, not from the being they have faith in.
| HP Die | DF Bonus | Initiative Bonus |
|---|---|---|
| d8 | +0 | +3 |
Starting Class Features
Spell Casting
As a Spellcaster, you have the ability to access the arcane arts. You can cast spells, using spell slots.
You begin at level 1 with 3 spell slots. When you gain a spell slot, you must permanently assign the spell slot to a spell category. Every time you advance a level, you earn 3 additional spell slots.
At each new level, you learn 2 new spells of your choice. Once you have learned a spell this way, you know it forever, unless an ability or effect causes or allows you to unlearn it.
You have access to the Spellcasting Special Action System.
Divine Hands
You have a pool of healing dice which you can use to heal creatures you can touch. As a Utility action, you can roll any number of those dice and heal a creature you can touch by that many hit points. Those dice rolled cannot be used again until you take a long rest. The die used for this is a d6 and the number of dice in your pool is equal to your level.
Class Progression
| Level | Features |
|---|---|
| Level 2 | Lending The Faith
Once per short rest, as a Utility action, you can lend your faith to up to 3 allies, giving them a +5 bonus to any saving throws, or rolls made to contest attack rolls until the beginning of your next turn. |
| Level 4 | A number of times per day, equal to your level bonus, you can use any one spell that heals and has a range of 'touch' at a range of 30ft. |
| Level 9 | Whenever you heal someone else, you can roll 1d4 and heal yourself by that much. |
| Level 12 | Flood of Health
As a utility action, allies around you in a 30ft radius can use their Utility action to spend one of the dice in your healing dice pool, from the Divine Hands feature. Upon each attempted use, you can choose to prevent the use. If you prevent the use, the allies Utility action is not consumed. This effect lasts until the beginning of your next turn. (maybe limit per rest?) |
| Level 18 | The die you roll is now 1d8. You can choose to save the self-healing die for use later. (Stored dice do not stack) You can use the die as a Utility action. |
| Level 21 | Once per long rest, you can use your Divine Hands ability, such that you can roll the dice, then heal that number to up to 5 targets, including yourself. When you use this ability, any allies that are downed within 120ft are back at 1hp. |
| Level 23 | The die you roll is now 1d12. You can now use any action to consume the die. |
| Level 26 | Overwhelming Flood
The radius of the Flood of Health feature is increased to 60ft. This effect now lasts for 1 minute. |
| Level 30 | Divine Intervention
Once per long rest, as a utility action, you can spend 10 spell slots per target (of any category) to protect all targets from any attack rolls targeting them, cause them to automatically succeed all saving throws and are healed 4d12 health. |
Subclasses
| Subclass | Description |
|---|---|
| Paladin | |
| Interventionist | |
| Faith Healer | |
| Observer | |
| Cleric |