Base Class: Cleric
Some people say that war never changes. However, war does change. It changes all the time. New technology, tactics, terrains, motives, and enemies are constantly being created. It is battle that truly never changes. These clerics excel on the battlefield working as frontline troops and occasionally as healers. These clerics often worship the same gods as war clerics, however they are not the same. War clerics focus on waging and winning wars, capturing territory, gathering intelligence, and other tactical qualities. Clerics of the battle domain focus on fighting in any form. Whether it be on the battlefield, on the street, or inside someone's house, they always welcome a good fight. They often drift from battlefield to battlefield working as mercenaries or offering their assistance free of charge.
You gain the following spells
1st: compelled duel, thunderous smite
2nd: spiritual weapon, magic weapon
3rd: blinding smite, spirit guardians
4th: death ward, staggering smite
5th: banishing smite, holy weapon
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Weapon Familiarity
Also starting at 1st level, your familiarity of a particular kind of weapon fuels your prowess with them. Choose one simple or marital weapon you are proficient with. You can use your Wisdom modifier in place of your Strength or Dexterity modifier for attack and damage rolls for that weapon and weapons of its type.
Channel Divinity: Inspire Valor
Starting at 2nd level, you can use your Channel Divinity to overcome the fear of death.
As an action, you present your holy symbol and evoke a will within a group of creatures. Choose any creatures affected by a fear effect within a 30 foot radius including yourself. For one round these creatures must spend as much movement as they can to move towards the source of their fear, disengaging if they are in melee range and dashing if possible. During the round and after the round is over, attacks against the source of their fear are no longer at disadvantage. The rest of the fear affects still apply.
Extra Attack
Beginning at 6th level, you can attack twice instead of once when you take the attack action on your turn.
Noble Warrior
At 8th level, you can choose one spell from the paladin spell list of a level you can cast in place of one of your cleric spells when choosing your spells for the day. When you reach 14th level, you can choose two paladin spells.
Blow for Blow
Starting at 17th level, you can automatically count one of your attack rolls as a critical success once per turn regardless of the number rolled. In return, you take half the amount damage your weapon deals. This damage is radiant, does not affect temporary hitpoints, and cannot be reduced in any way. You gain a number of uses of this ability equal to half your Wisdom modifier rounded up (minimum of 1). You can only gain these uses when you roll a natural 20, even divine intervention cannot grant you another use, and you start with no uses. You can use this ability after you roll but not before you know whether or not the attack hits. You cannot use this ability after you roll a natural 1 as you already know that the attack does not hit.
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