Base Class: Cleric
Many people love playing games, and many people see games with strategy unlike any other. However, clerics of the Strategy domain see such games as the embodiment of their own divine order.
These clerics are masters of tactics, both at the game table and on the battlefield. Every battlefield is a chess board for them, and every creature on it is a chess piece. With their god's blessing, they maneuver their allies to victory and allow them to mercilessly punish their foe's blunders.
Domain Spells
You gain domain spells at the cleric levels listed in the Strategy Domain Spells table. See the Divine Domain class feature for how domain spells work.
Strategy Domain Spells
| Cleric Level | Spells |
| 1st | Bless, Heroism |
| 3rd | Enthrall, Detect Thoughts |
| 5th | Mass Healing Word, Nondetection |
| 7th | Freedom of Movement, Private Sanctum |
| 9th | Awaken, Arcane Hand |
Tactician's Blessing
When you choose this domain at 1st level, you learn two languages of your choice, and gain proficiency in Insight and Investigation.
As well, you gain proficiency with the Dragonchess Set, and your proficiency bonus is doubled for checks you make with this Dragonchess set.
Opening Strategies
While you are holding your Dragonchess set, you can select a number of creatures equal to your proficiency bonus, and choose one of the following effects. This effect takes place the first time initiative is rolled within the next 10 minutes.
- Open Game. Until the end of the first round of combat, an affected creature's speed increases by 10 ft. As well, a creature can roll 1d4, and add the result to the result of all attack rolls that creature makes during its first round of combat. Finally, when a creature is hit by an attack roll during the first round of combat, it can use its reaction to make a weapon attack against its attacker.
- Semi-Open Game. All affected creatures gain temporary hit points equal to half your cleric level (minimum 1). Until the end of the first round of combat, when an affected creature makes an attack roll or saving throw, it can roll 1d4 and add the result to the attack roll or saving throw.
- Closed Game. All affected creatures gain temporary hit points equal to your cleric level (minimum of 1). Until the end of the first round of combat, when an affected creature makes a saving throw, it can add 1d4 to the saving throw it makes. In addition, when an affected creature is hit by an attack during the first round of combat, it can use its reaction to add your proficiency bonus to its AC against the triggering attack, potentially causing that attack to miss.
- Gambit. All affected creatures have advantage on their initiative rolls, but all attacks against these creatures are made with advantage until the end of the first round of combat.
Once you use this feature, you cannot use it again until you finish a long rest.
Channel Divinity: Castling
At 2nd level, you can use your Channel Divinity to accomplish on the battlefield what others can only do at the game table - bringing the vulnerable ones to safety, and the tough and hearty to the front.
As a bonus action, you present your holy symbol and utter a command to two friendly creatures of your choice within 30 ft. Both creatures immediately teleport to each other's places. In addition, one of the two creatures can use their reaction to make a weapon attack against a target of your choice immediately afterward.
Double Check
At 6th level, you learn to execute one of the most difficult maneuvers possible in check: the double check, threatening and attacking a foe from two different sides at the same time.
Check. When you use the Help to aid an ally in attacking a creature, you can instead use the Help action for two allies that are attacking the same creature, which can be within 30 ft. of you, rather than within 5 ft.
Check and Mate. Once you reach 15th level, if an ally makes an attack with advantage due to your Help action and hits, the attack deals additional force damage equal to 1d8 plus your proficiency bonus. The target must also make a Strength saving throw against your spell save DC or be knocked Prone.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Grandmaster
At 17th level, you have learned to take full control of the battlefield to maneuver your allies to victory, much like a chess grandmaster.
When you cast one of your cleric spells that targets one friendly, willing creature other than yourself, you can instead target a number of friendly, willing creatures equal to your proficiency bonus for that spell. You can cast a spell in this way a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.
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