BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Patronage of Warfare

Members of the Patronage of Warfare follow the gods and goddesses of the category of War.   The gods and goddesses of War lead in all matters of competition and battle. They are responsible for the rush of adrenaline in the midst of a fight and the elation of victory over your opponent, the elegance of footwork and the fury of retribution. The Patronage of Warfare is comprised mainly of fighters, soldiers, and barbarians; people who find their stride on the fields of battle.  

Deities of War

There are four deities in the category of War:   Eldath, god of peace and patience, is responsible for ceasefire, truce, tranquility, contentment, freedom, and independance. While it seems, at the outset, like his domain fits ill within the category of War, Eldath and his followers are not pacifists; they are warriors. His paladins and clerics are willing to fight for the peace they strive toward.   Horg, god of violence and war, is also responsible for pacifism, rebellion, riots, insurrection, genocide, disfigurement, slaughter, fighting, physical strength, defense, duels, and profanity. Many of his followers believe that pacifism is a battle of a different kind, no easier than fighting. His clerics and paladins are generals and advisors in all matters of war.   Mitali, god of wrath and judgement, is in charge of revenge, retribution, vengeance, heroism, punishment, ethics, disipline, justice, conscience, equality, decency, morality, liberation, righteousness, mercy, and absolution. Many of his followers are part of Rothlia's court systems, and his clerics and paladins are often determiners of justice.   Malina, goddess of sports and the hunt, also oversees crusade, competition, completion, merit, valor, perfection, diligence, victory, determination, excellence, perserverance, failure, domination, and hubris. Her followers are athletes and hunters; she is beloved by rangers most of all. Her clerics and paladins ensure fair competition during sporting events and battle alike.

Granted Divine Powers

The four deities which make up the category of War each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of War each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Warfare

At each indicated cleric level, you add the listed domain spells to your spells prepared. 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.    
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.  
War Priest
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 weapon attack as a bonus action. 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 Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  
Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Paladin: Oath of Combat

A paladin who follows the Oath of Combat  
Tenets of Combat
Paladins who follow the Oath of Combat follow three core tenets:   Honourable Engagement. Take pride in yourself and your allies and fight with integrity; without honour you are worth nothing.   Comrades First. You are always weaker without your allies, as they are without you; protect them with everything you have and they will do the same.   Champion Peace. Strive to bring peace through battle; violence for the sake of violence is abhorrent.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity: Conquering Presence
Starting at 3rd level, you can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.  
Channel Divinity: Guided Strike
Also at 3rd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  
Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.   If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.   At 18th level, the range of this aura increases to 30 feet.  
Scornful Rebuke
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.  
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:   You have resistance to all damage. When you take the Attack action on your turn, you can make one additional attack as part of that action. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can't use it again until you finish a long rest.
Parent Organization
Divines

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!