Cleric
Base Class: Cleric

Clerics of the Conquest Domain are masters of strategy that directly enforce the will of their deity. Some of these Clerics gained this expertise in the art of war through training under their deity, others gained their title as Cleric only through their use to their deity. Conquest Domain Clerics can be beacons of hope and inspiration to their allies, but also terrifying forces on the battlefield. 

Level 3: Student of War

The divine knowledge granted to you increases your effectiveness on the battlefield. You gain the following benefits:

Extra Proficiency. You gain proficiency in the history or intimidation skill.

Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons you have proficiency with. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

Improved Attacks. Once per turn, when you take the attack action, you can add your wisdom modifier to either the attack or damage roll of the first attack you make as a part of this action. You have to make this choice before you make your first attack.

Level 3: Crusade Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Crusade Domain Spells table, you thereafter always have the listed spells prepared.

Crusade Domain Spells
Cleric Level Prepared Spells
3 Command, Heroism, Hold Person, Magic Weapon
5 Crusader's Mantle, Beacon of Hope
7 Guardian of Faith, Stoneskin
9 Dominate Person, Steel Wind Strike

Divine Strategy

When you hit a creature with a weapon attack on your turn, you can expend a use of your Channel Divinity to give orders to your allies. Choose one of the commands below. For one minute, every creature of your choice within 30 feet of you (including yourself) gains this benefit.

Defend. The creature gains a +1 to its AC which increases to a + 2 while they are within 5 feet of another creature with this effect. It gains a bonus to its strength saving throws equal to your wisdom modifier.

Attack. The creature gains a bonus to one damage roll of its choice equal to your wisdom modifier once on each of its turns. It gains a bonus to its dexterity saving throws equal to your wisdom modifier.

Ambush. The creature can move an additional 10 feet on each of its turns, and opportunity attacks made against it are made at disadvantage. It gains a bonus to its dexterity (stealth) checks equal to your wisdom modifier.

Level 6: Crusaders Presence

When you cast Crusader's Mantle, Heroism or Beacon of Hope, you can expend one use of your channel divinity to alter this casting of the spell to not require concentration. The spell lasts for 1 minute, or until you cast another spell in this way.

Level 17: Rally the Faithful

When you start your turn while your divine Strategy is active, you can change the command you give to affected creatures. Additionally, once per turn when you hit a creature with a weapon attack or unarmed strike while your divine Strategy is active, your attack deals an additional 1d8 radiant damage, and you can activate one of the following options:

Commanding Strike. Choose one creature within 5 feet of your target. That creature can immediately use its reaction to make one weapon attack or unarmed strike against your target.

Frightening Strike. The target has to make a wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.

Commanders Brand. The next attack made against the target is made at advantage. If that attack hits it deals additional radiant damage equal to your wisdom modifier.

 

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