Cleric
Base Class: Cleric

In a battlefield, there is often the cleric who contributes only towards healing, and not towards fighting. Clerics of the battle domain often use healing as a secondary measure, and use their knowledge of divine evocation and necromancy to harm foes. They are able to deal massive damage, using their knowledge of medicine to their advantage.

Bonus Proficiency

Starting at 1st level, you gain proficiency in martial weapons and heavy armor.

Hard Hitter

Also at 1st level, when you make a melee weapon attack, you can deal additional force equal to your proficiency bonus + your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.

Channel Divinity: Blessing of Battle

Starting at 2nd level, you can use your Channel Divinity as a bonus action to give yourself or an ally a blessing of battle. Until the end of the target's next turn, they gain a +2 bonus to attack and damage rolls, and they gain a +1 bonus to Armor Class, as the gods of war channel their agility and might into them.

Extra Attack

Starting at 6th level, when you take the Attack action on your turn, you can attack twice, instead of once.

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.

Battlemaster

At 17th level, you have become a master in strategizing and damaging in battle. You gain a +2 bonus to your Intelligence score, initiative rolls, attack rolls, and damage rolls. In addition, you can use the Help action as a bonus action.

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