Warriors devoted to a cause or religion can manifest their devotion by temporarily strengthening their bodies.

DEVOTED SURGE

At third level, your fervent devotion strengthens your muscles, expands your flexibility, and toughens your body. You can create an empowering surge as a bonus action. This surge lasts for one minute, but can be dismissed as a bonus action. While the surge is active, you gain the following benefits:

  • You gain a +2 bonus to either your Strength or Dexterity scores, up to a maximum of 22, chosen at the start of the surge.
  • Your armor does not hinder your movement speed and your movement speed increases by 10 feet.
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

This ability cannot be used again until you have completed a short or long rest. If you are knocked unconscious, the surge ends.

DEVOTED WEAPONRY

Starting at 7th level, your weapons count as magical weapons in terms of overcoming damage resistance. Your weapons also deal an extra +1 damage while the devoted surge is active.

SPELL REFLECTION

Starting at 10th level, if you are the sole target of a spell and you make a successful saving throw against a 4th level or lower spell, or a spell misses you, you can choose another creature within 30 feet of you that you can see. The spell affects the chosen creature instead of you. You can't use this feature again until you finish a long rest. At 15th level you can use this feature to reflect spells of 6th level or lower.

DEVOTED EMPOWERMENT

At 15th level, your Devoted Surge increases both your Strength and Dexterity by +2.

DEVOTED FORCE

Starting at 18th level, when your Devoted Surge is active, all successful melee attacks made against creatures one size category larger than you or smaller force them to make a Strength or Dexterity saving throw with a DC equal to 8 plus your Strength modifier plus your proficiency bonus. If they fail the save, they are pushed 5 feet in a direction of your choice and take 2d6 force damage.