Battle Priest
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, CHA
Skills: Same as Fighter/Cleric + Religion
Perform an improvisational Combo of sacraments. Set your PP to 100, and for 1 round waive all conditional requirements for your sacraments.
Gain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it.
Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution.
Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
As a Battle Priest, your Combo moves are primarily used to heal instead of harm. These combo moves draw from your faith in your deity and the pious deeds done in the name of your religion. Such deeds and faith are represented by Piety Points (PP), with a maximum of 100. PP gains are affected by the nature of your religion, with different types of deeds granting additional PP. By default, dealing damage to foes that are deemed evil (or in protection of those that are deemed good) grants you 1d4 PP per action. Aiding allies (or people who are deemed good) through the use of supportive actions such as the Help action or healing grants you 1d6 PP per action.
Moves within combos are further divided into four types of sacraments, each focused around a different type of prayer:
Whenever you use a Channel Divinity effect from Cleric, you gain 3d20 PP.
You can spend 35 PP to regain 1 charge of Indomitable.
Each successive attack action you take without taking other types of actions grants you +1d2 additional PP.
When you make the meditate action on your turn, you gain 1d4 PP. Until your next turn, whenever an ally meditates, you gain 1d4+(number of allies that have meditated this round) PP.
Once per combo, when you would normally be broken out of combo, you can spend half your current PP to remain in your combo.
Casting a spell with a healing or supportive effect grants you PP equivalent to (spell level)d4.
Mark an ally with the Prayer status effect as a tactical action. Whenever you spend PP, the marked ally heals for (PP spent)d4.
When you are afflicted by an incapacitating debuff (e.g. Stun, Petrify, Mind Control, Panic), you may spend PP equivalent to 3 * Stacks of debuff * duration to dispel the debuff and act as normal.
You may spend one charge of Supplication Sacrament to immediately use any Combo move at 1d4+5 Combo, regardless of if it is an OP, LK, or FN. If the move you choose is a Supplication Sacrament, you use two charges of Supplication Sacrament total.
When the Zenith Level increases, you regain half of your maximum Supplication Sacraments.
On your turn, you may spend 1 TA to roleplay your character attempting to boost the morale of your party members through some means. Depending on the result, you gain a % bonus to healing output until the end of your turn.
Once per healing action, when you heal an ally from below 50% of their max HP to 100% of their max HP, you gain 1 free immediate attack action.
On your turn, you can choose to consume 2 uses of the attack action granted by levels of Extra Attack into 1 extra action that can be spent on supportive actions (heals, buffs, etc.).
While at 100 PP, whenever you gain PP you heal all allies in a 30ft radius of you for (PP gained)d6.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Armor: All Armor, ShieldsWeapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, CHA
Skills: Same as Fighter/Cleric + Religion
Requirements
- (Class Bond) Cleric/Fighter: You must have fully unlocked every ability of either the Cleric or the Fighter class.
Abilities
Ultimate Ability: Freeform Faith
Rarity: Exotic | UP: 70 | ZP: 1 | ZL: 0 | Cost: 5 TPPerform an improvisational Combo of sacraments. Set your PP to 100, and for 1 round waive all conditional requirements for your sacraments.
Combo Fighter (Battle Priest)
Level 1 | CC: Battle Priest | Rarity: Rare | Cost: 15 TPGain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it.
Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution.
Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
Seriously Sacramental
Level 1 | CC: Battle Priest | Rarity: Rare | Cost: 0 TPAs a Battle Priest, your Combo moves are primarily used to heal instead of harm. These combo moves draw from your faith in your deity and the pious deeds done in the name of your religion. Such deeds and faith are represented by Piety Points (PP), with a maximum of 100. PP gains are affected by the nature of your religion, with different types of deeds granting additional PP. By default, dealing damage to foes that are deemed evil (or in protection of those that are deemed good) grants you 1d4 PP per action. Aiding allies (or people who are deemed good) through the use of supportive actions such as the Help action or healing grants you 1d6 PP per action.
Moves within combos are further divided into four types of sacraments, each focused around a different type of prayer:
- Devotion [DS]: Devotion sacraments are your standard healing moves. Though they do not heal a significant amount, they have low PP costs, relatively few activation requirements, and can build Combo easily.
- Gratitude [GS]: Gratitude sacraments are healing moves that can only be used in response to an ally action, such as an ally attack or the use of the Help ability. They typically are used to set up for synergy with other healing effects, or to apply positive buffs.
- Repentance [RS]: Repentance sacraments are healing moves that can only be used in response to an enemy action, such as an attack on an ally or the application of a debuff. They heal for a larger amount, but have a higher PP cost.
- Supplication [SS]: Supplication sacraments are emergency healing moves that have a high PP cost, designed to help rescue the party in dire situations. You have a limited number of uses of Supplication sacraments per long rest equivalent to your CHA modifier– though performing certain actions with NPCs to gain their prayers can grant you special single-use supplication sacraments.
Pious Channeling
Level 2 | REQ: Seriously Sacramental, Channel Divinity (Cleric) | Rarity: Uncommon | Cost: 1 TPWhenever you use a Channel Divinity effect from Cleric, you gain 3d20 PP.
Indomitable Piety
Level 3 | REQ: Seriously Sacramental, Indomitable | Rarity: Uncommon | Cost: 1 TPYou can spend 35 PP to regain 1 charge of Indomitable.
Class Feat Slot VIII
Level 4 | CC: Battle PriestDeus Vult
Level 5 | REQ: Seriously Sacramental | Rarity: Rare | Cost: 2 TPEach successive attack action you take without taking other types of actions grants you +1d2 additional PP.
Combat Liturgy
Level 6 | REQ: Seriously Sacramental | Rarity: Rare | Cost: 2 TPWhen you make the meditate action on your turn, you gain 1d4 PP. Until your next turn, whenever an ally meditates, you gain 1d4+(number of allies that have meditated this round) PP.
Pious Endurance
Level 7 | REQ: Combo Fighter, Seriously Sacramental | Rarity: Legendary | Cost: 3 TPOnce per combo, when you would normally be broken out of combo, you can spend half your current PP to remain in your combo.
Class Feat Slot IX
Level 8 | CC: Battle PriestPious Casting
Level 9 | REQ: Seriously Sacramental | Rarity: Rare | Cost: 2 TPCasting a spell with a healing or supportive effect grants you PP equivalent to (spell level)d4.
Praying for You
Level 10 | REQ: Seriously Sacramental | Rarity: Legendary | Cost: 3 TPMark an ally with the Prayer status effect as a tactical action. Whenever you spend PP, the marked ally heals for (PP spent)d4.
Impervious Piety
Level 11 | REQ: Seriously Sacramental | Rarity: Legendary | Cost: 3 TPWhen you are afflicted by an incapacitating debuff (e.g. Stun, Petrify, Mind Control, Panic), you may spend PP equivalent to 3 * Stacks of debuff * duration to dispel the debuff and act as normal.
Class Feat Slot X
Level 12 | CC: Battle PriestSpeedy Supplication
Level 13 | REQ: Combo Fighter, Seriously Sacramental | Rarity: Legendary | Cost: 3 TPYou may spend one charge of Supplication Sacrament to immediately use any Combo move at 1d4+5 Combo, regardless of if it is an OP, LK, or FN. If the move you choose is a Supplication Sacrament, you use two charges of Supplication Sacrament total.
Thrymmotic Oblation
Level 14 | REQ: Seriously Sacramental | Rarity: Legendary | Cost: 3 TPWhen the Zenith Level increases, you regain half of your maximum Supplication Sacraments.
Team Healbot
Level 15 | Rarity: Rare | Cost: 2 TPOn your turn, you may spend 1 TA to roleplay your character attempting to boost the morale of your party members through some means. Depending on the result, you gain a % bonus to healing output until the end of your turn.
Class Feat Slot XI
Level 16 | CC: Battle PriestAll Topped Off
Level 17 | Rarity: Exotic | Cost: 5 TPOnce per healing action, when you heal an ally from below 50% of their max HP to 100% of their max HP, you gain 1 free immediate attack action.
Swords into Plowshares
Level 18 | REQ: Extra Attack | Rarity: Exotic | Cost: 5 TPOn your turn, you can choose to consume 2 uses of the attack action granted by levels of Extra Attack into 1 extra action that can be spent on supportive actions (heals, buffs, etc.).
Class Feat Slot XII
Level 19 | CC: Battle PriestPalliative Piety
Level 20 | REQ: Seriously Sacramental | Rarity: Exotic | Cost: 4 TPWhile at 100 PP, whenever you gain PP you heal all allies in a 30ft radius of you for (PP gained)d6.