Base Class: Fighter
The archetypal Holy Soldier employs their martial prowess in service of a higher power, and is rewarded with divine strength. They are sworn to serve as their deity's sword, seeking to rid the world of those who would seek to suppress their faith or impede upon their deity's domain.
Favor of the Gods
Beginning when you choose this archetype at 3rd level, you are blessed by your deity and given a holy boon. Your Wisdom increases by two. Additionally, you may add your Wisdom modifier to weapon attack rolls, and your weapon attacks now deal radiant damage.
Spellcasting
As a divine warrior, you are granted access to certain holy magics. When you choose this archetype, you gain the ability to cast spells. The spells granted to you are determined by the War Casting feature of this archetype. See Spells Rules for the general rules of spellcasting.
Preparing and Casting Spells
The War Casting table shows how many spell slots you have to cast your domain spells, and the levels at which you learn them. To cast one of your domain spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. See the War Casting feature for the War Casting Table.
Once you gain a domain spell, you always have it prepared.
Spellcasting Ability
Wisdom is your spellcasting ability for your domain spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a domain spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a domain spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any domain spell you know as a ritual if that spell has the ritual tag.
War Casting
When you choose this archetype, select a divine domain from the Cleric class. Each divine domain has a list of spells — its domain spells — that you gain at the fighter levels noted in the War Casting table. See the Cleric Class for the domain spell lists.
The War Casting Table
|
Fighter Level |
Proficiency Bonus |
Features |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
Spellcasting, Domain Spells (1st level) |
2 |
— |
— |
— |
|
4th |
2 |
— |
3 |
— |
— |
— |
|
5th |
2 |
— |
3 |
— |
— |
— |
|
6th |
2 |
— |
3 |
— |
— |
— |
|
7th |
2 |
Domain Spells (2nd level) |
4 |
2 |
— |
— |
|
8th |
2 |
— |
4 |
2 |
— |
— |
|
9th |
2 |
— |
4 |
2 |
— |
— |
|
10th |
3 |
— |
4 |
3 |
— |
— |
|
11th |
3 |
— |
4 |
3 |
— |
— |
|
12th |
3 |
— |
4 |
3 |
— |
— |
|
13th |
3 |
Domain Spells (3rd Level) |
4 |
3 |
2 |
— |
|
14th |
3 |
— |
4 |
3 |
2 |
— |
|
15th |
3 |
— |
4 |
3 |
2 |
— |
|
16th |
3 |
— |
4 |
3 |
3 |
— |
|
17th |
3 |
— |
4 |
3 |
3 |
— |
|
18th |
3 |
— |
4 |
3 |
3 |
— |
|
19th |
3 |
Domain Spells (4th level) |
4 |
3 |
3 |
1 |
|
20th |
3 |
— |
4 |
3 |
3 |
1 |
Knowledge Domain
The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention.
Knowledge Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Life Domain
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.
Life Domain Spells
| Fighter level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Light Domain
Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Nature Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Tempest Domain
Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Tempest Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Trickery Domain
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
War Domain
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 as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
| Fighter Level | Spells |
|---|---|
|
3rd |
|
|
7th |
|
|
13th |
|
|
19th |
Proselytize by Swordtip
Starting at 7th level, you can use the Divine Dash action as a bonus action.
When you take the Divine Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.
At 18th level, you can instead use this feature for no action cost once per turn.
Holy Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your weapons. When you hit a creature with a weapon attack, the next weapon attack against the creature made before the end of your next turn has advantage.
Divine Mouthpiece
Starting at 15th level, once per long rest, you can cast the spell Divine Word. The saving throw for this DC uses your Strength modifier instead of Wisdom.
Ascension
At 18th level, you enter the upper echelon of your faith. You sprout radiant wings and gain a Fly Speed equal to your Walking Speed.
Additionally, when being hit with an attack, you may use your reaction to lessen the damage. Halve the damage taken from the triggering attack. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may use this reaction a number of times per long rest equal to half your proficiency modifier, rounded up.
Previous Versions
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4/4/2025 6:27:30 PM
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8
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1
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Coming Soon
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4/4/2025 6:33:27 PM
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3
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1
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1.5
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Coming Soon
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