Base Class: Cleric
Gods of this domain value courage and valor over all other attributes. They are often champions of honor and chivalry (such as Bahamut, Torm, Heironeous, and Kiri-Jolith), but also gods of bravery (such as Tyr, Thor, and Heracles). Clerics of these gods are expected to truly embody their values - to be brave and strong, even in the worst of times.
Domain Spells
You learn certain spells when you reach certain levels in this class, as shown in the Valor Spells table. See the Divine Domain class feature for how Domain spells work.
Valor Spells
| Cleric Level | Spells |
| 1st | Divine Favor, Heroism |
| 3rd | Branding Smite, Flame Blade |
| 5th | Haste, Phantom Steed |
| 7th | Death Ward, Faithful Hound |
| 9th | Legend Lore, Antilife Shell |
Bonus Cantrip and Proficiencies
At 1st level, you gain proficiency with Martial Weapons and Heavy Armor.
In addition, you learn your choice of either the Magic Stone or Shillelagh cantrips. The cantrip you choose counts as a Cleric cantrip for you, but does not count against the number of cantrips you know.
Chosen Weapon
Also at 1st level, your deity grants you great skill with a weapon to wield in battle.
Whenever you finish a long rest, you can touch one weapon that you are proficient with that lacks the Two-Handed property. When you attack with this weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
When you reach 6th level in this class, you can use this feature on weapons that have the Two-handed property as well.
Channel Divinity - Heroic Surge
Starting at 2nd level, you can use your Channel Divinity to inspire bravery in others.
As an action, you can touch a willing creature and imbue it with heroism. The creature gains a number of temporary hit points equal to twice your Cleric level. As long as the creature has these temporary hit points, it has advantage on initiative rolls and the first attack roll it makes on each of its turns, and is immune to the Frightened condition.
Bastion of Solidarity
At 6th level, your mere presence helps your allies overcome obstacles and persevere.
As a reaction when another creature within 30 ft. of you makes a saving throw, you can give that creature advantage on the roll.
You can use this reaction a number of times equal to your Wisdom modifier (minimum once), and regain any expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, this extra damage increases to 2d8.
Soul of A Hero
At 17th level, you have the heart of a hero and can continue fighting until the very end.
You are immune to the Frightened condition. As well, whenever damage would reduce you to 0 hit points, you can make a Wisdom saving throw with a DC equal to the amount of damage taken minus the amount of hit points you had when you were dealt this damage. (For example, if you are at 10 hit points, and are dealt 25 damage, the DC is 15.) On a success, you drop to 1 hit point instead.
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