Base Class: Cleric
Warlike forces fill you with physical might and tactical knowledge, aiming to have you uphold the glory of combat, fight to improve the world, prepare against the necessity of conflict, or endure the inevitability of war. You might draw upon deities or you might find power in the unending conflict between the armies of Heaven and Hell, the Elemental Planes, the Outer Gods, or even the collective spirits of those who fought in wars over the ages.
You thrive in the thick of battle, but your mystery’s sheer focus on the physical and material leaves your soul weak against the tricks of spellcraft. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more imposing and muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.
Trigger: You're about to roll for initiative. You have a premonition about impending danger that you use to warn your allies. Each Ally within 20 feet gains a +2 bonus to their initiative and gains temporary Hit Points equal to half your level, which lasts for 1 minute. At level 11, each ally within 20 feet gains temporary Hit Points equal to your level, which lasts for 1 minute. If you're cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you're cursebound 3, the bonus increases to +4.
- Cursebound 1 Spells have an easier time wounding you. You take 2 additional damage dealt by a spell. Any immunity or resistance you have to spells is suppressed. This applies only to spells, not other magical abilities.
- Cursebound 2 You take a –1 status penalty to saving throws against spells.
- Cursebound 3 (Accessible at level 11) You take additional damage dealt by a spell equal to your character level.
- Cursebound 4 (Accessible at level 17) Your status penalty to saving throws against spells increases to –2.
Level 3: Battle Cry
At 3rd Level, you gain the ability to inspire your allies with a battle cry. As a reaction action to seeing an ally take damage, they gain 5 temporary hit points. You may use this ability a number of times equal to your Charisma modified (minimum of once) and you regain all expended uses when you finish a Long Rest.
Level 3: Battle Mystery Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | LEARNED Spells |
|---|---|
| 3 | Heroism, Searing Smite, Blur, Spiritual Weapon |
| 5 | Haste, Spirit Guardians |
| 7 | Otiluke's Resilient Sphere, Staggering Smite |
| 9 | Conjure Volley, Mass Cure Wounds |
Level 3: Oracle's Splendor
When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 6: Revel in Retribution
Time seems to slow for you, allowing you to strike your opponents mid-move. You immediately gain a second reaction that you can use only to use Attack of Opportunity. At the start of each of your subsequent turns when you regain your actions, you gain an additional reaction that can be used only to attempt an Attack of Opportunity.
Lashing out at a defenseless enemy invigorates you with the thrill of combat, granting you 5 temporary Hit Points whenever you successfully hit with a Reactive Strike. The temporary Hit Points last for 1 minute.
Level 17: Battlefield Peristence
You're difficult to deter in battle. You gain a +2 status bonus to saving throws while in combat.
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