Base Class: Cleric
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
At each indicated cleric level, add the listed spells to your spells prepared.
War Domain Spells
|
Cleric Level |
SPELLS |
|
1st |
divine favor, shield of faith |
|
3rd |
magic weapon, Branding Smite |
|
5th |
haste, Crusader's Mantle |
|
7th |
freedom of movement, stoneskin |
|
9th |
Banishing Smite, hold monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
Fighting Style
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Channel Divinity: War God's Blessing
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. Whenever you or a creature within 60 feet of make an attack roll or force a target to make a saving throw, you can use your reaction to use your Channel Divinity to grant a +10 bonus to that attack roll. or give the target disadvantage on their first saving throw. You make this choice after you see the roll, but before the DM says whether the attack hits or misses; and if you use this feature during your turn, it doesn't consume your reaction.
Channel Divinity: War Priest
Beginning at 6th level, you can use your Channel Divinity to give yourself a surge of offensive prowess. As a bonus action, you present your holy symbol, and, for one minute, whenever you take the Attack action, you can attack twice instead of once.
Addtionally you become more adept in weaving together spells and martial prowess in combat. Whenever you use your action to cast a spell you can make one weapon attack with your bonus action. or take the Attack action, you can cast a cantrip as a bonus action
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, the extra damage increases to 2d8.
The damage provided by Divine Strike counts as magical to overcome resistance.
Avatar of Battle
Starting at 17th level, you gain resistance to bludgeoning, piercing, and slashing damage
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