Courage Domain

Courage is the virtue that compels warriors to face the impossible, standing firm in the face of overwhelming odds. Deities who grant the Courage Domain encourage their followers to never falter in battle, to act with boldness in the defense of their beliefs, and to inspire others to do the same. Clerics of this domain lead from the front, emboldening allies with their mere presence and striking down those who would spread fear and despair.   Many deities of war, honor, and heroism grant the Courage Domain to their champions. Hetaradas, the Oathkeeper, blesses those who uphold righteous duels and stand as beacons of virtue in battle. Ardenia Tessaeron bestows unwavering bravery upon those who fight for justice. Even gods of fury and unrelenting might may grant this domain to warriors who rush fearlessly into the fray.

Domain Spells

1st-Level Cleric (Courage Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelDomain Spells
1stHeroism, Thunderous Smite
3rdBranding Smite, Warding Bond
5thCrusader's Mantle, Haste
7thStaggering Smite, Aura of Purity
9thBanishing Smite, Circle of Power

Bold Heart

1st-Level Cleric (Courage Domain) Feature   Your divine courage steels you and those around you. You and creatures of your choice that can see you within 10 feet of you have advantage on saving throws against the Frightened condition.   Additionally, when you hit a creature with a weapon attack, you can choose to deal additional damage equal to your Wisdom modifier. This damage is radiant if the attack is melee and thunder if the attack is ranged.

Channel Divinity: Fearless Charge

2nd-Level Cleric (Courage Domain) Feature   You can use your Channel Divinity to lead a fearless assault. As a bonus action, you present your holy symbol and let out a rallying cry. You and a number of creatures of your choice equal to your Cleric Power Reservoir within 30 feet gain the following benefits for 1 minute:
  • Their movement speed increases by 10 feet.
  • They have advantage on attack rolls against creatures that are Frightened.
  • If they hit a creature with a melee weapon attack, they can reroll one weapon damage die, taking the new result.

Enduring Valor

6th-Level Cleric (Courage Domain) Feature   Your divine resolve allows you to fight through pain and fear. When you take damage, you can use your reaction to grant yourself temporary hit points equal to half the damage taken. You can use this ability a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.

Divine Strike

8th-Level Cleric (Courage Domain) Feature   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 or thunder damage to the target (your choice). When you reach 14th level, the extra damage increases to 2d8.

Unyielding Champion

17th-Level Cleric (Courage Domain) Feature   You become a paragon of courage, unable to be shaken by fear or defeat. You gain the following benefits:
  • You are immune to the Frightened condition.
  • When a frightened creature of your choice starts its turn within 30 feet of you, it may make a Wisdom saving throw against that condition, if the effect normally allows a saving throw at the end of a turn. On a success, the frightened condition immediately ends for that creature.
  • When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can't use this ability again until you finish a long rest.

Deities of the Courage Domain


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