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The Blessed

*description**

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.


The Blessed

Level Proficiency Bonus Features
1st +2 Second Wind
2nd +2 Action Surge (x1)
3rd +2 Way of the Gun
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1)
6th +3 Ability Score Improvement
7th +3 Way of the Gun
8th +3 Ability Score Improvement
9th +4 Indomitable (x1)
10th +4 Way of the Gun
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Way of the Gun
16th +5 Ability Score Improvement
17th +6 Indomitable (x3), Action Surge (x2)
18th +6 Way of the Gun
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3)

Class Features

As a Blessed, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Blessed level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blessed level after 1st

Proficiencies

  • Weapons: Simple weapons, Pistols, Shotguns,
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A ranged weapon (worth $3 or less), and 1lb of ammo
  • Backpack & Bedroll
  • 3 Days of rations

Spellcasting Ability

Wisdom is your spellcasting ability for your Blessed spells. The power of your spells comes from your devotion to your faith. You use your Wisdom whenever a Blessed spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a Blessed spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.


Divine Oath

At 1st level, you choose an oath shaped by your choice of religion, belief or overall faith. Your choice grants you features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your faith, using that energy to fuel magical effects. You start with an effect determined by your oath. Some oaths grant you additional effects as you advance in levels, as noted in the oath description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Blessed spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your blessed level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any blessed spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

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