Base Class: Cleric
A class that is both physical and magical, this powerful warrior wields axes while upholding devout faith. The War Monk class takes on both combat and support roles. Given their good defenses, they can operate as good anti-magic units as they can sustain hits from them and exploit their lower Defense.
War Monk Spells
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | divine favor, hellish rebuke |
| 3rd | moonbeam, silence |
| 5th | lightning bolt, revivify |
| 7th | compulsion, guardian of faith |
| 9th | commune, mass cure wounds |
Great Master
When you choose this domain at 1st level, you gain proficiency in martial weapons and one tool of your choice.
Healtouch
Starting at 1st level, your healing capabilities have been enhanced. When you cast a spell to heal a creature, the creature gains additional hit points equal to your Wisdom modifier.
The amount of additional Hit Points recovered becomes 2 + your Wisdom modifier at 6th level and 5 + your Wisdom modifier at 11th level.
Channel Divinity: Miracle
Starting at 2nd level, you can use your Channel Divinity to escape certain death.
When you are hit with an attack which would cause you to fall to 0 hit points, you can use your Channel Divinity as a reaction to leave yourself with 1 hit point instead, surviving the fatal blow. You cannot use this Channel Divinity if you have only 1 hit point prior to to the attack.
Rally Luck
At 6th level, you possess the ability to bless yourself and your allies with incredible luck. As an action, you can call out a rallying cry. For one turn, you and any willing creature you choose within 15 feet of you gain a pool of points equal to your Wisdom modifier. On its turn, a creature with this pool of points can spend them to increase their next attack roll, ability check, or saving throw, or increase their armor class for one turn. The creature can divide up the points however they want, so long as the number of points spent does not exceed the maximum allotted to it. If the creature adds the points to an attack roll, ability check, or saving throw, they can add the points after making the roll, but before knowing if the roll succeeds or fails.
You can use this feature a number of times equal to your Wisdom modifier (min of 1). You regain all expended uses when you finish a long rest.
Countermagic
At 8th level, you can use your connection to magic to force your foes to share your pain. When you receive damage from a spell attack from a creature you can see, you can use your reaction to deal that creature damage equal to the amount of damage you took from the spell. You cannot use this feature if the attack drops your Hit Points to 0.
Renewal
At 17th level, your unwavering devotion can extend your life. At the start of your turn, you can recover a number of hit points equal to one-tenth of your maximum hit points (rounded down) as a free action.
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