Combat Domain

The abilities granted to Clerics by their respective deities are many and varied; therefore, the manner in which clerics make use of their divine gifts also varies. Some use their powers to support and protect their allies, others to heal or even resurrect companions, and then there are those that use them directly in combat to win battles in their deity's name. Clerics of the Combat Domain usually fall into the latter category. Perhaps, if life had turned out differently, they might have become a paladin or monk but the call of their god put them on a different path. Those that follow the Combat Domain see prowess in battle as an art form, requiring great skill and focus. They specialise in calm, patient defence, studying their enemies closely until they spot a moment of weakness. At that instant, they channel the devastating divine power of their deity into a series of swift, strategic strikes, either using a melee weapon or with unarmed attacks.

Combat Domain Spells

Cleric LevelSpells
1st Sanctuary, Zephyr Strike
3rd Blur, Branding Smite
5th Blinding Smite, Water Walk
7th Freedom of Movement, Staggering Smite
9th Legend Lore, Steel Wind Strike

Martial Arts Initiate

At 1st level, you gain proficiency in your choice of either the Acrobatics or Athletics skill, and you gain the divine fury cantrip (which can only be selected by Clerics who have taken the Combat Domain).

Channel Divinity: Fighting Focus

Starting at 2nd level, you can use your Channel Divinity to focus your strikes.

When you roll damage with either a melee weapon attack or the divine fury cantrip, you can use Channel Divinity to reroll any of the dice and you must use the new roll(s). If you are using the divine fury cantrip, the limit on the maximum number of d4s that can be rolled is temporarily removed for the duration of this attack.

Amplified Assault

Starting at 6th level, you gain the ability to infuse your strikes with holy or unholy energy. Whenever you make a melee weapon or use the divine fury cantrip, you can choose to make it cause radiant or necrotic damage instead of its normal damage.

Defensive Flow

Starting at 8th level, you learn to master your defensive skills to supplement your offensive capability. If you use your action to attack with a melee weapon or cast divine fury, you can take the Dash, Dodge or Disengage actions as a bonus action.

Unstoppable Zeal

Starting at 17th level, you gain the ability to resist conditions that would otherwise impede your attacks. Whenever you are required to make a saving throw to avoid receiving the blinded, charmed, deafened, frightened, grappled, paralysed, poisoned, restrained or stunned conditions, you may roll at advantage.


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