Ecclesiarchs are divinely-empowered marshals. Typically found in the ranks of religious hierarchies that have a strong martial element (such as those devoted to gods of war), they supplement their strategic and political training with divine magic. Depending on the nature of their devotion, they can be selfless guardians, bloodthirsty zealots, cynical mercenaries, or one of the many things between.
Beginning at 3rd level, your faith grants you access to some divine magic. Ecclesiarchs tend to focus on spells that bolster allied forces and manipulate the battlefield, but some may select more straightforward damage-dealing or the power to curse their foes as well.
Level | Cantrips | Spells Known |
1st Level |
2nd Level |
3rd Level |
4th Level |
---|---|---|---|---|---|---|
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 |
At 3rd level, you know two cantrips of your choice drawn from the divine school. These spells count as marshal spells for you. You learn an additional cantrip at 10th level.
The Ecclesiarch 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.
You know three 1st-level spells of your choice from the divine school. The Spells Known column of the Ecclesiarch Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots.
Wisdom is your spellcasting ability for your spells. 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
Also at 3rd level, you realize the other benefits of your religious training. You gain proficiency with the Religion skill and with the Tempered Iron combat tradition. You also gain a certain degree of religious rank. While traveling, you and a number of companions equal to your proficiency bonus may stay at a temple or shrine of your faith for free for up to a week, enjoying a moderate lifestyle while staying there. You also enjoy a certain amount of rank, which may be ceremonial or hierarchical, depending on the nature of your organization. In either case, you treat your prestige score as 1 level higher than normal when dealing with members of your faith or those friendly to it.
At 7th level, your skill as a commander and a spellcaster more fully complement one another. Add five multiclass spells associated with the marshal class to your list of spells known. These do not count against your maximum number of spells known.
Also at 7th level, your devotion and supernatural power benefit your allies. When a friendly creature inside the area of your Commanding Presence recovers hit points, if the number of hit points recovered is determined by a die roll, the creature may reroll any die rolls of 1, using the new value if it is better.
At 11th level, your connections enable you to stretch your funds when building religious strongholds. Your costs to build, purchase, or upgrade a sacred grove or temple stronghold are reduced by 25%. In addition, when you acquire a stronghold at level 13, you may decide to have that stronghold be a keep, mansion, sacred grove, or temple.
Beginning at 15th level you can cast a modified version of the hallow spell. The casting time is reduced to 1 hour, the duration is reduced to 8 hours, and it does not require material components. Once you do, you must finish a long rest before doing so again.
Beginning at 18th level, your presence bolsters your allies with divine power. You and a number of additional creatures that you select up to you Charisma modifier gain the following benefits:
You may change the selected creatures as a bonus action.
Additionally, while inside the radius of your Commanding Presence, hostile creatures are outlined in a faerie fire effect. The effect vanishes if the creature leaves the area.