|
Honor Domain Spells |
Cleric Level |
Spells |
1st |
compelled duel, detect evil and good |
3rd |
see invisibility, zone of truth |
5th |
crusader’s mantle, dispel magic |
7th |
aura of life, banishment |
9th |
circle of power, hallow |
Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor, martial
weapons, and the History skill.
Honorable Death
Starting at 1st level, you are able to offer an honorable death
to your enemies. After you deal damage to a creature, you can
attempt to strike it down honorably. If the creature has
current hit points equal to or less than 2 + your cleric level, it
is instantly killed, giving it an honorable death in the eyes of
your deity.
A creature killed by this feature can't be brought back to
life or used as an undead for a number of days equal to your
cleric level.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Inspire Moral
Starting at 2nd level, you can use your Channel Divinity to
inspire moral to your allies, as a beacon of honor on the
battlefield.
As an action, you show your holy symbol and shout a
virtuous word or confidence. Each creature of your choice
that can hear you boosts its moral until the end of your next
turn. During this time, each chosen creature can make one
attack roll, ability check, or saving throw with advantage,
disregarding any disadvantage on that roll.
Swing with Honor
Beginning at 6th level, you act on the honor you have for
those who battle with and against you. When you use your
Inspire Moral Channel Divinity, or kill a creature with your
Honorable Death feature, you can immediately make 1
weapon attack (no action required).
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.
Renown
At 17th level, you don't let any dishonorable tactic work
against you. You are immune to being charmed, deafened,
frightened, paralyzed, poisoned, and stunned.
Comments