Cleric
Base Class: Cleric

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Domain Spells

War Domain Spells 

Cleric Level
SPELLS
1st divine favorshield of faith
3rd magic weaponspiritual weapon
5th hastespirit guardians
7th freedom of movementstoneskin
9th flame strikehold monster

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Commander's Rally

Also starting at 1st level, you can spend 1 minute rallying your allies, and inspiring them with a speech. Choose creatures that have listened to your speech, up to a number equal to your Wisdom modifier. For the next minute, they have advantage on saving throws against being charmed, they can't be frightened, their exhaustion level, if any, is reduced by 1; and they gain temporary hit points equal to half your cleric level.

You can use this feature once, and you gain the ability to do so again when you finish a short or long rest.

Channel Divinity: War God's Blessing

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. Whenever you or a creature within 30 feet of you makes an attack roll, you can use your reaction to use your Channel Divinity to grant a +10 bonus to that attack roll.  You make this choice after you see the roll, but before the DM says whether the attack hits or misses; and if you use this feature during your turn, it doesn't consume your reaction.

War Priest

Beginning at 6th level, you become more adept in weaving together spells and martial prowess in combat. Whenever you use your action to cast a spell or take the Attack action, you can make one weapon attack with your bonus action.

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.

Supreme Healing

Starting at 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, once on each turn, when you hit with a weapon attack, you can have it deal an extra 2d6 radiant damage.

Comments

Posts Quoted:
Reply
Clear All Quotes