Divine Knight
The archetypal Divine Knight combines the martial mastery common to all fighters with a love and magical attunement with music. Divine Knights use magical techniques similar to those practice by clerics. Divine Knights do not have the breadth of spells available to them as most clerics, as they have not fully dedicated themselves to the craft. This reservation limits their ability to learn spells to those within the evocation and necromancy schools, which they commit to memory.
Valorous Presence
At 3rd level, you become proficient in Persuasion.
Additionally, you can cast Light on a weapon you're holding, which stays active until you let go of the weapon. You do not need to know the Light cantrip to use this feature.
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.
Spell Slots. The Divine Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list.
The Spells Known column of the Divine Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a evocation or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through you're attunement to music. 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 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
Divine Knight Spellcasting
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | ─ | ─ | ─ |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | ─ | ─ |
| 11th | 3 | 8 | 4 | 3 | ─ | ─ |
| 12th | 3 | 8 | 4 | 3 | ─ | ─ |
| 13th | 3 | 9 | 4 | 3 | 2 | ─ |
| 14th | 3 | 10 | 4 | 3 | 2 | ─ |
| 15th | 3 | 10 | 4 | 3 | 2 | ─ |
| 16th | 3 | 11 | 4 | 3 | 3 | ─ |
| 17th | 3 | 11 | 4 | 3 | 3 | ─ |
| 18th | 3 | 11 | 4 | 3 | 3 | ─ |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Wrath of the Gods
Beginning at 7th level, whenever you hit a creature with a weapon attack, you can use your bonus action to channel divine energy.
While channeling this energy, the next attack you make deals radiant damage instead of it's normal damage type. Add your Wisdom modifier to the damage roll of this attack.
Divine Resilience
Beginning at 10th level, you can add your Wisdom modifier to your death saving throws.
Blessing of the Faithful
At 15th level, you gain the ability to heal physical wounds when you use your Action Surge. You can cast Healing Word without expending a spell slot, before or after the additional action.
You do not need to know the Healing Word spell to use this feature.
Zealous Aggression
Beginning at 18th level, when you roll initiative, you can choose to apply your Wrath of the Gods effect to all attacks before the end of your first turn.
Cleric Spells
Cantrips
| Cantrip Name | Source Material |
|---|---|
| Guidance | phb 248 |
| Light | phb 255 |
| Mending | phb 259 |
| Resistance | phb 272 |
| Sacred Flame | phb 272 |
| Spare the Dying | phb 277 |
| Thaumaturgy | phb 282 |
| Toll the Dead | xge 169 |
| Word of Radiance | xge 171 |
evocation
| Spell Name | Spell Level | Source Material |
|---|---|---|
| Cure Wounds | 1 | phb 230 |
| Guiding Bolt | 1 | phb 248 |
| Healing Word | 1 | phb 250 |
| Continual Flame | 2 | phb 227 |
| Prayer of Healing | 2 | phb 267 |
| Spiritual Weapon | 2 | phb 278 |
| Daylight | 3 | phb 230 |
| Mass Healing Word | 3 | phb 258 |
| Sending | 3 | phb 274 |
necromancy
| Spell Name | Spell Level | Source Material |
|---|---|---|
| Inflict Wounds | 1 | phb 253 |
| Blindness/Deafness | 2 | phb 219 |
| Gentle Repose | 2 | phb 245 |
| Animate Dead | 3 | phb 212 |
| Bestow Curse | 3 | phb 218 |
| Feign Death | 3 | phb 240 |
| Life Transference | 3 | xge 160 |
| Revivify | 3 | phb272 |
| Speak with Dead | 3 | phb277 |