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D&D 5E The Blade Priest, a 5E Cleric Archtype

Bleys Icefalcon

First Post
Something to give your Cleric some teeth...

The Blade Priest

Only Clerics of (Enter God Here) may choose this Archtype. Once you become a Blade Priest you may never choose another class, nor Gestalt or multiclass. You become a hero of the god and his religion; the Guardianship of your Planet. You live to defend this world from all enemies, adversaries and dangers; from without and within. Blade Priests can marry and have families, but they are a Guardian first and foremost. At 3rd level a Cleric of Sauverve with a Wisdom of 16 or better may appeal to their God in Prayer to become a Blade Priest. Being accepted into this order means to survive a dream encounter. Others may be pulled into the dream (DMO). The encounter is usually deadly – ending with the supplicant being the last man standing. It is not so much if he wins, it’s what he willing to do to win and how he accounts himself.

Benefits (inclusive to standard Cleric abilities!):

1. 3rd level (the 1st level of this Archtype), they gain a specialty proficiency (+1/+2) with Longswords, Short Swords, Rapiers and Scimitars. They also gain a Low Maneuver (1 First Level Maneuver, character choice with DM approval, Book of Nine Swords)

2. At 5th level they gain a second attack, and begin to receive the Sixth Sense which adds 1 to their armor class, insight and perception rolls.

3. At 7th level 3/day they can Call upon their God, adding 1D6 Radiant Damage to any physical blow that hits. They also receive a bonus FEAT!

4. At 9th level they gain any one Maneuver (1 Fourth Level Maneuver, character choice with DM approval, Book of Nine Swords), and access to an addition class saving throw of choice!

5. At 12th level, Sixth Sense is now +2, and Radiant Damage is 4/day, and at 2D6!

6. At 15th level they gain a 3rd (unheard of!) attack, every other round and or second FEAT!

7. At 20th level they gain a High Maneuver (1 Seventh Level Maneuver, character choice with DM approval, Book of Nine Swords), Sixth Sense is now +3 and gain another FEAT and a 5th Radiant Damage, which now does 3D6! Title: Hero of (God Name Here)

A note on the above Radiant Damage (Call upon God). These may be used in any combination, up to the number per day of uses. For example at 7th level they may Call upon God up to 3/day, and they receive 1D6 points of Radiant damage as a bonus on per each hit…. or they may choose 1 hit, at 3D6 bonus, or 2 hits; 1, at 2d6, the other at 1D6, etc.

Blade Priests serve two major functions: To spread the word and faith of their deity, and to protect their world from all enemies. Specifically outside influences; be it from monsters, races or hostile faiths from other worlds, other planes.

Blade Priests always strive to perfect their martial skill, and constantly looks for ways to improve. They begin with receiving visions and dreams from their deity, of different katas and exercises. They also strive to spar with friends and other experts in as a means of further honing their craft. They are required to perform at least fifteen minutes of Sword Meditation a day – though most spend hours.


Blade Priests have access to some unique spells:

(God Name's) Blade (Level 1): The blade of the priest (and only the priest) is infused with Sauverve’s Light. The duration is three rounds, and it will inflict an addition 1D6 Radiant damage on a successful hit (can be stacked with Call upon God!).

Guardian’s Gift (Level 2): The Coinword itself lends one of the following effects (chosen by the Coin, DMO): +3 to AC for four rounds, +2 to Hit and Damage for two rounds, or +2D4 Smite target of choice damage for two rounds (Can be stacked with Call upon God).

Snap Up (Level 3): A jolt of energy will fully awaken an unconscious target, even if poisoned or otherwise terribly hurt (they can act following round), stabilize it and raise its health by 5, or up to 1 (as long as not -10 health). This is not an automatic effect – target must roll a CON save, DC12, or they only stabilize, but do not wake up. A Natural 1 on this roll kills them! They are awake for 3 rounds plus 1 per two levels of caster, after which they fall back unconscious.

Strength of Heroes (Level 4): Filled with a righteous anger, the Priest of (God Name Here) can cry out his lord’s name and fill all of his allies (within hearing, and they must hear it) with the Strength of Heroes. They each receive an increase in their strength score equal to the Wisdom Bonus of the Priest! This lasts the duration of whichever battle they are in at the time.
 

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Duan'duliir

Devil of Chance
A few things: the benefits you get from this archetype are ON TOP OF the standard domains? Also, no class gives out extra feats for one of its archetypes compared to any others (also at 15th level "and or", everyone's going to go and). Also, what is the Book of Nine Swords? This definitely is overpowered. If it replaced your old cleric features, that that would help a bit.
 

Is this supposed to be for 5th edition D&D? The rules are rather out of whack (terms like gestalt, talking about negative hit points, specialization of +1/+2 and an extra attack every other round, book of 9 swords). It's also, as noted, overpowered for 5E, being a 9 level caster with extra attacks, smites, 2-3 bonus feats. I do have to say, I liked the enthusiasm for the extra abilities though, particularly the "unheard of!"
 

Seems like a Paladin to me, from your origin story part.

Cleric til level 2/3 boundary. At enough XP for level 3, have the dream-slaughter test, pass it and bam! Cleric 2/Paladin 1 with the ruling that all future levels need to be Paladin.

If you wanted to give a real boost, they could advance to Cleric 3 at the same time.

Otherwise it's a bit* OP.

*OMG massively
 


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