My Documents
Support GM Binder!
### Disciple of the Devoted Spirit Those who follow the Devoted Spirit discipline seek to support an ideal by defending it, nurturing it, and destroying its enemies Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - they are warriors dedicated to good, evil, law, chaos, or some other cause. They seek out and destroy the enemies of her chosen faith. Many of them receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability lead by example and channel the divine energies of their cause - not by casting spells, but in a raw, untamed manner. #### Divine Mettle In moments of greatest need, your faith shines through - your zeal and devotion giving you unmatched resilience. Starting at 3rd level you gain proficiency in the Religion skill. If you are already proficient with it, your bonus is doubled whenever you are required to make a an ability check that uses this proficiency. Additionally, whenever you would have to make a saving throw versus a spell or effect that would leave you *charmed* or *frightened* you can choose to make a Religion skill check instead. #### Divine Surge You channel divine power through your body and soul, an aura of soft, golden radiance surrounding you and giving you strength. Beginning at 3rd level, whenever you activate your Action Surge class feature, you may use a bonus action to cast *Divine favor, Shield of faith* or *Protection from Evil and Good*, targeting only yourself and requiring no components. You have advantage on any Constitution saving throws you have to make in order to keep concentrating on these spells. #### Furious Counterstrike Divine energy flows through you, giving you the ability to retaliate and smite your foes when all odds are against you. Starting at 7th level, whenever you are critically hit by an attack or fail a saving throw against a spell, you may immediately use your reaction to grant your next melee weapon attack roll advantage. If this attack hits, it deals an additional 1d10 radiant damage. This extra damage increases to 2d10 once you reach the 15th level in this class. #### Steely Resolve Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe’s mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on. Beginning at 10th level, you have proficiency in death saving throws. Additionally, whenever you use your Indomitable class feature, you immediately gain a number of temporary hit points equal to your Fighter level. \columnbreak #### Iron Guard's Glare With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent’s attack. Rather than strike his original target, your enemy turns his attention toward you. Beginning at 15th level,the area within your melee weapons reach is considered as difficult terrain for your enemies. Additionally, after you successfully hit with a melee weapon attack on your turn, you may use a bonus action to mark the creature you just struck. The target has disadvantage on all attack rolls against creatures other than you until the start of your next turn. #### Immortal Fortitude You are a sliver of divinity and blessed champion of your cause, using moments of divine inspiration to guide you through battle. At 18th level, you can use Second Wind twice before a rest. Additionally, you are always considered to be under the effects of the *Bless* spell, requiring no concentration. This ability doesn't stack with another casting of this spell from a different source.
* Artwork source: