April 6, 2018

Hospitaler

Martial Archetype
Comments from the Palm: Another variant eldritch knight, this time for those of you who like clerics and paladins, but don't love clerics and paladins

Hospitaler

Similar to paladins and war clerics, the knights hospitalers mix divine magic and holy powers with combat skill and fortitude. Unlike their more pious or devoted brethren, hospitalers are rarely devoted to a single god or ideal, and rarely gather in proper temples. Rather, they spread out across the land, joining up in small bands or with other, good-hearted adventurers, and work earnestly to keep the roads and lands free of banditry and strife.

Hospitaler Spellcasting
Fighter
Level 
Cantrips
Known 
1st 2nd 3rd 4th 
3rd
2
2
-
-
-
4th
2
3
-
-
-
5th
2
3
-
-
-
6th
2
3
-
-
-
7th
2
4
2
-
-
8th
2
4
2
-
-
9th
2
4
2
-
-
10th
3
4
3
-
-
11th
3
4
3
-
-
12th
3
4
3
-
-
13th
3
4
3
2
-
14th
3
4
3
2
-
15th
3
4
3
2
-
16th
3
4
3
3
-
17th
3
4
3
3
-
18th
3
4
3
3
-
19th
3
4
3
3
1
20th
3
4
3
3
1

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
     Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
     Preparing and Casting Spells. The Hospitaler Spellcasting table shows how many spell slots you have to cast your spells. To cast one of your hospitaler spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
     You prepare the list of hospitaler spells that are available for you to cast, choosing from the abjuration and evocation spells on the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
     You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
     Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you prepare them through prayer and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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

Blessed Blade
At 3rd level, you perform a complex rite on one of your weapons, binding it to your soul and turning it into a powerful force against evil. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
     Your weapon is considered magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. As well, if it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
     Should a creature other than you attempt to wield your Blessed Blade, you can use a bonus action to burn the creature wielding it with holy power, causing it to take 1d10 radiant damage at the beginning of each of its turns while it is holding the weapon.
     You can only have one Blessed Blade at a time. Should you perform the ritual on a second weapon, your bond with the initial weapon breaks immediately.

Sacred Warrior
At 7th level, you learn to imbue your strikes with divine power. When you hit a creature with a weapon attack on your turn, you can use a bonus action to deal that creature an additional 1d8 radiant damage.
     At 18th level, this bonus damage increases to 2d8 radiant damage.

Protective Aura
Starting at 10th level, you can channel holy energy to protect yourself and others in battle. When either you or a creature you can see within 30 feet of you is hit by an attack or forced to make a saving throw, you can use your reaction to add your Wisdom modifier to either their AC for that attack, potentially causing it to miss, or to that saving throw.

Healing Surge
Starting at 15th level, as an action on your turn, you can release a burst of restorative energy, healing your allies. All creatures you choose within 30 feet of you heal a number of hit points equal to your fighter level + your Wisdom modifier.
     Once you use this ability, you must take a short or long rest before you can do so again.



Changelog: 4/8/18: Spellcasting: Abjuration and evocation spells only

18 comments:

  1. Since this is effectively a divine version of the Eldritch Knight shouldn't it restrict its spell list like the Eldritch Knight & Arcane Trickster both do? Seems like it should follow the example of all the other 1/4 caster subclasses.

    ReplyDelete
    Replies
    1. Actually, EK and AT are 1/3 casters.

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    2. I think the list is fine without restriction, since the cleric spell list isn't as vast or varied as the sorcerer or wizard lists are.

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    3. Yeah, there’s a lot less happening in the Cleric Spell list since there isn’t a plethora of damage AND support options, not to mention the Cleric Spell List has a ton of otherwise situational spells.

      Delete
    4. Plus, the only workable school restriction with the cleric list is abjuration & evocation. No other school has enough spells on the list to be viable in the two-school framework.

      Although in fairness, I *would* have gone for that restriction here. It feels to me like abjuration & evocation are the only schools a hospitaler would use anyway.

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    5. Or enough spells at spell level 1, I should say, to exclude necromancy.

      And divination just doesn't fit the theme.

      Delete
    6. However, the cleric list has a lot more spells good for a melee combatant- shield of faith, cure/word, divine favor, bless- and that's only at 1st level. The wizard list has way fewer spells a fighter would want, especially at low levels.

      Delete
    7. Idan said it. Cleric spell list without restrictions might be a bit smaller than the Wizard but it is the 2nd best spell list in the entire game. EKs can't heal themselves (beyond second wind). That alone tips the balance.

      Abjuration/Evocation gives the the best of the best spells but makes them on the level with the others like it. As is they are straight up better than an eldritch knight.

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    8. Yeah but the EK sucks anyway so....
      Ahem.
      Yeah. Being better isn’t exactly a big accomplishment

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    9. Beside the point entirely & a purely subjective opinion.

      The balance exists for all other examples of this type of subclass so not following it is bad form. Glad to see they changed it.

      Delete
  2. Shouldn't this allow a limited number of spells not from the limited lists if it's going to be on par with an eldritch knight?

    Currently, this healer archetype can't cast:

    Spare The Dying, Revivify, Gentle Repose, or Raise Dead. Those all seem sort of essential to the archetype' s functionality.

    ReplyDelete
    Replies
    1. Due to the way Clerics don't learn spells, but instead prepare them it's harder to work the "X spells of any kind" mechanics. That said it could be worked in saying they can prepare 1 spell from the cleric spell list of any school at 3rd level. Then an additional at 8, 14, & 20.

      Also Spare the Dying is still available. The cantrip selections are not limited by school. Just the spells of 1st level and higher.

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    2. Yeah, I think that'd be the balanced way to run things. I personally think it's a silly restriction (A discussion for another day,) but if you want to keep it on par with the E.Knight's spell flexibility, that would be the best way to allow parity.

      I definitely don't think a fighter archetype dedicated to healing and aid should be restricted from revivify or raise dead. If nothing else, I'd allow them as exceptions.

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    3. Also, to be fair, this archetype is much less dedicated to healing as is it to protection. The healing is kind of a subset of that.

      It feels a little weird that they can't cast Bless, but thematically I don't mind.

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  3. Not sure if I'm missing something but don't fighters get another feature at lvl 18?

    ReplyDelete
    Replies
    1. Yup your right they should. I wonder why they didn't add one...

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    2. This one is like the Battlemaster, in that it upgrades one of its damage dealing abilities at 18th (instead of getting a new, standalone ability).

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