War Domain
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 Saul, Barristan and ) as well as gods of destruction and pillage (such as Keram, and __) and gods of conquest and domination (such as ). Other war gods (such as ) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
| Cleric Level | Spells |
|---|---|
| 1st | Divine Favor, Compelled Duel |
| 3rd | Magic Weapon, Warding Bond |
| 5th | Crusader's Mantle, Spirit Guardians |
| 7th | Fire Shield, Stoneskin |
| 9th | Steel Wind Strike, Hold Monster |
Blessings of the Wargod
At 1st level, you gain proficiency with martial weapons and heavy armor, whenever you finish a long rest, you can touch a melee weapon with which you are proficient, blessing it with divine guidance. Until the end of your next long rest, you can use your Wisdom modifier, instead of Strength or Dexterity, for attack and damage rolls made with that weapon.
Additionally At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Divine Seal
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. Once per turn, when you hit a creature with a melee weapon attack, you can mark it with a divine seal as part of the attack. The seal lasts until the start of your next turn.
If a creature allied with you makes an attack roll against a sealed creature before the seal expires, it can choose to activate the target’s seal. When it does, the creature adds 1d4 to the attack roll, and on a hit, the target takes an extra 1d4 fire or radiant damage (the attacker’s choice).
If the seal is activated, it dissipates regardless of whether the attack hits or misses. A creature can have only one seal on it at a time from this ability. When you reach 11th level, both dice become 1d6, and again at 17th level they become 1d8.
Channel Divinity: Guided Strike
Starting at 2nd level, You can call upon the power of your deity to guide your strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +5 bonus to the roll. You can decide to use this feature after seeing the roll but before the DM announces whether the attack hits or misses.
Alternatively, when an ally within 30 feet of you makes an attack roll, you can use your reaction and your Channel Divinity to grant them a +5 bonus to the roll. You can also make this choice after seeing the roll but before the DM announces whether the attack hits or misses.
If the attack benefiting from this feature hits, it deals an extra +5 fire or radiant damage (your choice). This extra damage increases to +10 at 11th level and +15 at 17th level.
Extra Attack
Beginning at 6th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips in place of one of those attacks.
Divine Strike
At 8th level, you gain an empowerment to your divine abilities based on your sect.
-Templar: 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 damage of the same type as the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
-Priest: you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage

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