Base Class: Cleric
Disclaimer: This is a non final version of the Battle Domain from Solasta: Crown of the Magister. The Features listed may change, and some may differ between tabletop version (Solasta Campaign Rulebook) and video game (Solasta: Crown of the Magister) due to balancing issues.
Almost all the clerics of Einar embrace this domain. As the heirs to the Tirmarian Inquisition, they are warriors of justice. This is true for all three clerical orders within the Church of Einar: the Order of the Blade, the Order of the Shield, and the Order of the Beacon.
Einar’s clerics train with all kinds of weapons, and are usually impressive combatants. They can hold their own against seasoned warriors under most circumstances. Senior clerics of Einar can attack with almost blinding speed. Among their other powers are the abilities to boost their health temporarily before entering battle, and to channel the power of Einar into a decisive strike that deals enormous damage and often leaves their enemy stunned for a time.
Battle clerics of Einar can also lend their might and faith to nearby allies while in combat, making them valuable allies in close-quarter battles.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons.
Battle Domain Spells
At each indicated cleric level, you add the listed spells to your prepared spells. Once you gain a domain spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level | War List Spells |
---|---|
1st | Magic Missile, Shield of Faith |
3rd | Acid Arrow, Flaming Sphere |
5th | Haste, Fireball |
7th | Resilient Sphere, Phantasmal Killer |
9th | Hold Monster, Insect Plague |
Divine Wrath
At 1st level, you can channel your deity's power to become more fit for battle. As an Action, you gain 3 Temporary Hit Points per Cleric level. Remaining Temporary Hit Points are removed when you take a short or long rest. You can use Divine Wrath once per Long Rest.
Channel Divinity: Decisive Strike
Starting at 2nd level, you can use Channel Divinity to deal a decisive blow to your enemies.
When you hit an opponent with a melee or ranged weapon attack, you can spend a Channel Divinity to deal an additional 1d6 damage. The damage type is the same type than the weapon used. The opponent must make a Constitution Saving Throw (Spell Save DC) or become stunned for up to 1 minute. At the end of each of its turns, the target can make another Constitution Saving Throw to end the effect of Decisive Strike.
Decisive Strike's damage is increased by 1d6 every 3 levels above level 2.
Herald of Battle
At 6th level, any allied creature within 5 feet of you gains +1 on attack rolls, damage rolls, AC and saving throws as long as you are not incapacitated.
Zealot of Battle
Starting at 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Godly Might
At 17th level, you strike with the power of your deity. The damage dealt by your weapon always uses the maximum die value, even on a critical hit.
Note: Additional damage due to powers (i.e. Decisive Strike) or spells (i.e. Branding Smite) is not affected, but additional damage from the weapon itself (i.e. Flame Tongue) is. Godly Might also works with Natural Weapons (i.e. Unarmed Strikes).
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/18/2019 2:32:43 PM
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75
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3
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v1.5
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Coming Soon
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