fluff stuff
A bishop loses the following abilities: Armorcraft, Arts, Weapon Proficiencies. You gain the following abilities instead.
| Level | Prof. Bonus | Special | Customizations | FP |
| 1 | +2 | Customizations, Innate Weaponry, Weapon Training | 2 | 4 |
| 2 | +2 | Enchanted Strike (2) | 2 | 9 |
| 3 | +2 | Weapon Specialization | 3 | 13 |
| 4 | +2 | ASI, Mechanical Alteration | 3 | 18 |
| 5 | +3 | Extra Attack | 3 | 22 |
| 6 | +3 | Advanced Weapon Specialization, Enchanted Strike (3) | 4 | 27 |
| 7 | +3 | Secondary Weapon Specialization | 4 | 31 |
| 8 | +3 | ASI, Mechanical Alteration | 4 | 36 |
| 9 | +4 | Greater Weapon Spec., Mechanical Resilience | 5 | 40 |
| 10 | +4 | Enchanted Strike (4) | 5 | 45 |
| 11 | +4 | Secondary Adv. Weapon Spec. | 5 | 49 |
| 12 | +4 | ASI, Mechanical Alteration | 5 | 54 |
| 13 | +5 | Mechanical Resilience (two uses) | 6 | 58 |
| 14 | +5 | Superior Weapon Specialization | 6 | 63 |
| 15 | +5 | Enchanted Strike (5) | 6 | 67 |
| 16 | +5 | ASI, Secondary Greater Weap. Spec. | 6 | 72 |
| 17 | +6 | Mechanical Resilience (three uses) | 7 | 76 |
| 18 | +6 | Mechanical Alteration | 7 | 81 |
| 19 | +6 | ASI | 7 | 85 |
| 20 | +6 | Weapon Mastery | 7 | 90 |
Weapon Training: At 1st level, gain proficiency in the following weapon groups. Select one of these groups, you gain the listed benefits. Beginning at 7th level, you may select an additional
- Bows – You gain a +2 bonus to ranged attacks with bows, and you increase the range of bows by +20'/100'.
- Advanced – Rapid Fire; bonus action to take additional attack action with bow.
- Greater – Layered Shots: Target a 20ft radius area, can attack anywhere in that area as a reaction. Spend FP to make more reactions.
- Superior
- Mastery
- Clubs - (hit can push foe?)
- Crossbow - Enhanced pulleys allow you to draw a crossbow as if your strength were +5 higher.
- Daggers - (bonus damage when flanking, or have advantage?)
- Spears – Can attack with butt of spear as bonus action, or use bonus action to gain +P shield AC
- Throwing – Can draw throwing weapon as part of attack action; deal +2 damage with thrown weapons.
- Whips – Increase melee reach with whips, can use ranged whips as melee without increase. Can attempt to trip foes on successful melee attack with whips.
Enchanted Strike: (on hit with a weapon attack, can expend a use to inflict status condition. Prepare a number of shot types based on proficiency bonus. Some types require more "slots")
- charming (+ cantrip dice psychic damage; weapon damage is psychic instead. will save vs charm for 1 round; +1 round for each additional slot used.)
- exorcising (+ cantrip dice vs outsiders, outsiders must make a wisdom save vs paralysis 1 round; +1 round for each additional slot used)
- holding (2 slots; + cantrip dice force damage; charisma saving throw or target is restrained for 3 rounds, paralysis instead if attack crits or saving throw fails by more than 5)
- maiming (+ cantrip dice damage, for 3 rounds, regeneration and fast healing of the target is stopped; +1 round for each additional slot)
- punishing (+ cantrip dice damage, for 1 minute, each time it moves more than 1 foot on its turn, takes 1 roll of your focus die in piercing damage. +1 roll for each additional slot used)
- searing (2 slots; + cantrip dice fire damage; wisdom saving throw or target gains vulnerability to fire for 3 rounds or until after it takes fire damage once, whichever is first)
- unavoidable (on miss; + focus die to attack roll, regardless of hit or miss, deal force damage equal to your cantrip dice to target.)
- veiled (+ cantrip dice psychic damage, wisdom saving throw or have 5ft nearsightedness until start of your next turn)