Cleric
Base Class: Cleric

This was my take on the "War Domain" subclass which then turned into its own thing. Please enjoy!

Post:  Hello! Just a couple of things to note before you add this to your collection. 

  • I now have the spells listed in the domain spells, but I'm unable to implement them into the subclass.
  • I've added 8 of the remaining maneuvers and will be filling in the rest at a later time.
  • Changed one spell from the domain spell list.

Sorry for any inconveniences.

 

Bonus Proficiency

At 1st level, gain proficiency in martial weapons and heavy armor.

Domain Spells

These are the domain spells you receive when you choose this subclass:

Cleric Level Spells                              
1st Inflict WoundsShield of Faith
3rd Enhance AbilityShadow Blade
5th HasteErupting Earth
7th Freedom of MovementFind Greater Steed
9th Circle of PowerSteel Wind Strike

Priest of War

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one melee spell attack of 1st level or a cantrip on your opponent as a bonus action. Cantrips have advantage when you use this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinty: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike or give supernatural accuracy. When you or your ally make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll or you can use your reaction to give an ally or creature that's 30 feet from you the +10. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Combat Experience

Through many bouts of combat comes great skills. Having either studied the fighting styles of many opponents, intense visual training, studying techniques through texts of masters before, implementing skills while in combat to test for effectiveness and flaws, or flashes of battles shown to you by your deity, countermeasures have been prepared. You can now attack twice on your turn when you take the attack action in combat. Also, take two maneuvers from the "Battlemaster Subclass" and add them to your repertoire. These techniques can be switched out after taking a long rest as well as gaining two 1d8 superiority die that can only be used for your battlemaster maneuvers.

When choosing certain maneuvers, some might require your target to make a saving throw against its effects. The saving throw will be used as followed:

Saving Throw: 8 + Your proficiency bonus + Your Strength or Dexterity Modifier (Your Choice)

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

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.

War God's Blessing

Given your many victories and martial prowess on the battlefield, Your deity has granted you a boon. You can expend a use of your channel divinity to make yourself resistant to piercing, bludgeoning, and slashing damage from nonmagical attacks for 5 minutes until level 17 where the effect becomes permanent. Take note that weapons and attacks that're magical can bypass this resistance. Also, you've gained the ability to withstand a hit that would've reduced your hit points to zero leaving you with 1 HP instead. This ability can only be used once per battle.

Avatar of Battle

Through endless battle, countless victories, and feats recognized by all who see, your deity has bestowed upon you a blessing reserved only for the greatest warriors. Starting at 17th level, you can expend a use of your channel divinity to transform into an avatar of the battlefield(the appearance can be left up to by the player). When entering this form, it lasts for one minute and the following effects occur:

*You’re resistant to all damage and magical attacks meant to bypass resistances.

*Divine strike is no longer usable as it’s permanently added to any weapon attack made by you.

*You can attack three times when you make the attack action.

* Rolling a 19 on your hit die now counts as a critical hit for you.

* If you wish to extend the transformation, you can expend all of certain spell slot to extend the transformation up to a max of 4 minutes with a bonus action(ex. Expending all 1st level spell slots will give an extra minute, expending all 2nd level will give two minute, 3rd level will give three, and any spell above 4th will only give 4 minutes).

*When you manage to defeat an opponent with a weapon or unarmed attack, you can make one more attack. If you defeat an opponent with a spell or spell attack, you can make a weapon attack as a bonus action.

*If you defeat an opponent with a critical hit, you regain all attacks and can attack again(ex. If you get a critical hit with your last hit and defeat them, you regain all three attacks and can attack again).

Previous Versions

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