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.
War Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | divine favor, shield of faith |
| 3rd | enlarge/reduce, spiritual weapon |
| 5th | haste, spirit guardians |
| 7th | freedom of movement, stoneskin |
| 9th | flame strike, hold monster |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons, heavy armor, and firearms.
War Preist
From 1st level, your god delivers to you the ability to call forth weapons and armor to aid you in battle. You gain the following features:
- Using a bonus action, you can call forth a Priests Weapon into your empty hand. You choose the form this weapon takes each time you summon it forth. This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
- Your Priests Weapon disappears if it is more than 5 feet away from you for more than 1 minute. It also disappears if you use this feature to create a different weapon, if you dismiss the weapon(no action required), or if you die.
- Using an action, you can call forth a set of Priests Armor of your choice onto your person if you are not currently wearing armor. You choose the form this armor takes each time you summon it. While you wear the armor, you can use it as a holy symbol concerning your cleric features.
- The Priests Armor disappears if it is removed from your person for more than 1 minute, if you dismiss the armor (no action required), or if you die.
- You can transform a magical weapon or set of armor you find into one of your Priest Weapons or Armors by performing a 1 hour ritual to your deity. You can have a number of Priest Weapons and Priest Armors stored equal to your Wisdom modifier (the two are counted separately). If you do so, when the weapon or armor is dismissed, it becomes shunted to an extra dimensional space. If you break your bond with a Priest Weapon or Priest Armor, it appears at your feet. You can only turn a sentient weapon or armor into your Priest Weapon or Armor if its goals or alignment coincide with your Deity.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy.
When you or an ally within 30 feet of you makes an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Extra Attack
Starting at 6th level, when you take the attack action with your Priests Weapon, you can attack twice, instead of once.
Expert War Priest
At 6th level, you can swap or summon both your Preist’s weapon and your Preist's armor as a part of the same bonus action used to swap or summon your Preist’s weapon. You automatically attune and unattune from these weapons and armor when you do so, provided you have the required amount of attunement slots.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain one extra attunement slot. If you are wielding your Priests Weapon and are Wearing a set of Priests armor, you have immunity to nonmagical bludgeoning, piercing, and slashing damage.
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Posted Mar 31, 2024Authors Note:
I really wanted to capture a particular flavor and style of combat with this subclass, and I hope I have done so. When I imagine a war domain, I imagine a Cleric with divine knowledge and control over weapons and armor, and the base subclass not only was underpowered, but didn't even capture that feeling. The intention of this subclass is to be able to use all types of weapons and armors and swap between them on a whim, giving you the ability to adapt to almost any situation. Your Adamantine plate armor too loud? Good news! That +1 studded leather you have stored can be swapped using an action (or bonus action after 6th level) to remove that penalty to stealth, and if things go wrong you still have your adamantine with you. Wielding a Flame Tongue but fighting a fire dragon? Perfect! Now you have a Vorpal Sword. And, because of the adaptability, it can be turned into an effective weapon wielder no matter what you choose to focus on.
Hope you all enjoy!