Cleric
Base Class: Cleric

The Stalwart domain represents the will and determination required to survive times of hardship. Gods of this domain are often prayed to in times of war, famine, or other great strife. Gods of the Stalwart Domain are ones who have undergone great trials, but persevered. Gods like Ilmater, Tyr, and Torm are all exemplars of the Stalwart Domain, and encourage their followers to steel themselves and become lights in otherwise dark times.

Stalwart Domain Spells

CLERIC LEVEL SPELLS

1st

Bless, Heroism

3rd

Aid, Warding Bond

5th

Beacon of Hope, Protection from Energy

7th

Death Ward, Resilient Sphere

9th

Dispel Evil and Good, Telepathic Bond

Bonus Proficiencies

1st-level Stalwart Domain feature

You gain proficiency with martial weapons and heavy armor.

Stand Against the Tide

1st-level Stalwart Domain feature

Your unshakable resolve encourages your allies to stand with you against attacking forces. As a bonus action, when you’re within 5 feet of a willing creature on your turn, you can grant both you and the willing creature a bonus to AC equal to your wisdom modifier (minimum of 1) which lasts until the start of your next turn. If either you or the other creature move before the start of your next turn, the bonus ends.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Channel Divinity: Bolster Resolve

2nd-level Stalwart Domain feature

You can use your Channel Divinity to strengthen you and your allies against forces that assail you.

As an action, you present your holy symbol, choose a number of creatures within 60ft of you (this can include yourself) equal to your wisdom modifier (minimum of 1). The chosen creatures are blessed with hardiness for the next 10 minutes. While blessed, the next time they are forced to make a saving throw they do so with advantage. Once a creature has gained this benefit the effect ends for that creature.

Unyielding Will

6th-level Stalwart Domain feature

You are made of tough stuff and capable of forging on even whilst set upon by harmful effects.

As a reaction, which you take when becoming afflicted with a condition, you can negate the effects of that condition for 1 minute, if you would still be affected by the condition after 1 minute the effect takes place as normal. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Strike

8th-level Stalwart Domain feature

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.

Unstoppable Determination

17th-level Stalwart Domain feature

Your ability to inspire perseverance in your allies has become so strong that when their bodies would otherwise fail, your influence allows them to fight even harder. 

As an action, choose one creature that you can see within 60 feet of you that is either unconscious with 0 hit points or has died within the last minute. That creature may return to life and/or consciousness, regaining half of their hit point maximum, stand up if they are prone, and immediately take a turn after yours, losing initiative ties. If the creature is charmed, diseased, frightened, poisoned, paralyzed, or stunned, the condition ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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