Cleric
Base Class: Cleric

There are many legends, spoken across the worlds, of great warriors and heroes, serving the gods and protecting the innocent. One such tale is of a man who served his goddess faithfully for countless lifetimes, standing on the edge of the divine realm to defend it against all comers. This hero had many names, and each who follow the ways he set forth see him in a different light. This martial philosophy has a simplistic tenet: defend all that you hold dear, with every fiber of your being. Resolution, to stand, to fight, and to be victorious.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Vigilant Stance

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 

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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

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.

 

 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Channel Divinity: Manifest Weapon

As a bonus action, you can create a weapon that you are proficient with, which appears in your hand. The weapon has the properties of a +1 magic version of that weapon. When attacking with this weapon, you may use your Wisdom Modifier for attack and damage rolls. This sword lasts for 1 + half of your cleric level hours, and cannot be wielded by anyone but the caster. As a free action, you can re-summon the weapon to your hand at any time during the duration.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Endless Sentinel

Starting at 17th level, you are immune to the Prone, Stunned, Paralyzed, Frightened and Restrained Conditions, and you cannot be moved magically against your will.

Additionally, the first time per turn that you deal damage with an attack roll, you can force the target to make a Strength save against your spell save DC or be knocked Prone.

 

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