Base Class: Cleric
Clerics of the Honor domain always uphold their oaths and fight for those who are unable to protect themselves. They do not tolerate mistreatment or abuse of anyone, even those who disagree with or even persecute them, and work to free slaves, end tyranny, and negotiate peace. These clerics only resort to violence when all other methods of conflict resolution have failed.
Domain Spells
You learn additional spells when you reach certain levels in this class. Once you learn a domain spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, that spell is still considered a cleric spell for you.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Persuasion skill, as well as with martial weapons and heavy armor.
Ambassador of Peace
Starting at 1st level, you add your Wisdom modifier as an additional bonus to Persuasion checks and Charisma saving throws.
Sworn Protector
Also at 1st level, when a creature within 10 feet of you would take damage or be subjected to a saving throw, you can use your reaction to give them resistance to that damage or advantage on that saving throw. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Breaker of Chains
At 2nd level, you can use your Channel Divinity to free those whose minds or bodies are not their own. As an action, you can present your holy symbol and end any magical effects on creatures of your choice within 30 feet of you that are causing those creatures to be charmed, frightened, grappled, incapacitated, or restrained.
Honorblade
At 6th level, you learn to conjure a holy weapon that is a symbol of your status as a cleric of Honor. As an action, you can summon this weapon, which can take the form of any simple or martial weapon (you choose each time you summon the weapon). You can also use a bonus action to change the weapon’s form. It vanishes after spending more than one minute farther than 30 feet away from you or if you dismiss it as a free action. You can use your Honorblade as your holy symbol. Your attacks with your Honorblade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you summon your Honorblade, the following benefits apply:
- You gain temporary hit points equal to your cleric level.
- You regain expended spell slots with a total level no greater than your proficiency bonus. You can only gain this benefit once per day.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Radiant Knight
At 17th level, you have become a bastion of honor and integrity that inspires others. While you are wielding your Honorblade, you and friendly creatures within 30 feet of you that can see you cannot be charmed or frightened. Those creatures gain temporary hit points equal to your cleric level at the beginning of their turns and their attacks deal an additional 1d8 radiant damage.
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