Base Class: Cleric
Some deities inspire their followers to pitch themselves into a ferocious battle thirst, These brutal fighter are often branded as zealots, mad warriors who live only to serve, fight and further their deities desires. A zealous leader can make heroes of ordinary people and inspire them to fight harder and shed blood in the name of the divine. These "clerics" of such gods excel in chaos, inspiring others to fight the good fight or offer acts of violence as prayers. Gods of war include champions of strength and unity as well as gods of chaos and plunder.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Zealous Acolyte
From 1st level, your god delivers bolts of zealous might to you while you are engaged in battle. When you use the Attack action, you can deal an additional 1D8 per weapon attack made in the turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: War Party
Starting at 2nd level, you can use your Channel Divinity to manifest a spectral flag brandishing your deity's symbol on your back, similar to a flag bearer. Any number of friendly creatures gain the following benefits while remaining within 30ft of the flag: Advantage on death saving throws, deal an extra 1D6 weapon damage on weapon attacks, add an extra 1D6 onto saving throws and immunity to the frightened condition.
At Higher levels: The 1D6 bonuses to damage and saving throws increase to 1D8 at level 6 and 1D10 at level 8.
Extra Attack
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Emissary of War
At 8th level, you gain the ability to cast a cantrip or a level one spell as a bonus action on your turn.
Harbinger of the Final War
At 17th level, you gain the ability to harness extraordinary zealous fury. As an action, you can magically become an avatar of all out war, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- You gain a charge of action surge that you can use once per transformation.
- You can cast a spell of up to 6th level as a bonus action on your turn
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20 and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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