Base Class: Cleric
Might can present itself in many different forms but the mighty share a common trait, they seek to grow and test their strength against worthy opponents. Gods of Might call for their followers to test their strength and grow stronger from each encounter. The Clerics of such gods excel in martial combat, treating it as a sacred ritual between warriors. They often treat their weapons as gifts from their god, and is as sacred to them as any temple or church.
Example Gods Include; Bane - God of Tyranny, Ilmater - God of Endurance, Tempus - God of War, Grolantor - Hill Giant God of War.
Might Domain Spells
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Bonus Proficiencies
1st-level Might Domain feature
You gain proficiency with martial weapons and heavy armor.
Martial Prayer
1st-level Might Domain feature
Simple and Martial weapons are considered holy symbols for you, and can be used as a spellcasting focus for your Cleric spells.
Additionally, when you cast a spell of 1st level or higher, the next attack you make with a weapon deals additionally radiant damage equal to the spells level.
Channel Divinity: Divine Might
2nd-level Might Domain feature
As a bonus action, you can use your Channel Divinity to empower yourself with divine energy. You gain a number of d8’s equal to your proficiency bonus. When you hit a creature with a weapon attack, you can choose to expend any of these d8’s and add the total to the damage roll. The additional damage is radiant and the maximum number of d8’s you can spend on a single attack is equal to your Wisdom modifier.
After 1-minute or when all the d8’s has been expended, the channel divinity ends.
Ceaseless Warrior
6th-level Might Domain feature
When you are reduced to 0 hit points, but not outright killed, you can use your reaction to restore 1 hit point and remain conscious.
Once you use this feature, you can’t use it again until you finish a long rest.
Divine Strike
8th-level Might Domain feature
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. When you reach 14th level, the extra damage increases to 2d8.
Demonstration of Might
17th-level Might Domain feature
As an action, you can demonstrate the full extent of your might. Make a single weapon attack against a target within range, this attack is made with advantage and scores a critical hit on a roll of 18–20. On a hit, the target suffers the weapon attack’s normal effects and takes additional radiant damage equal to your cleric level.
This feature can be used once, regaining its use after finishing a short or long rest.
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