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

Valour Domain

Domain Spells

You gain domain spells at the cleric levels listed in the Valour Domain Spells table. See the Divine Domain class feature for how domain spells work.
Valour Domain Spells
Cleric Level  Spells
1st  compelled duel, heroism
3rd  branding smite, magic weapon
5th  aura of vitality, crusader's mantle
7th  aura of life, guardian of faith
9th  holy weapon, steel wind strike

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Aegis of Faith

From 1st level, you can protect yourself and others with a powerful shield. If you or an allied creature you can see within 30 feet is hit with an attack roll, you can use your reaction to increase the targets AC until the end of the turn, including against the triggering attack. The bonus equals your Wisdom modifier (minimum of +1).   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 short or long rest.

Channel Divinity: Rally

Starting at 2nd level, you can use your Channel Divinity to inspire an ally with resolve and hope.   As an action, you can present your holy symbol and select a creature you can see within 60 feet. Until the end of your next turn, the target makes all attack rolls and saving throws with advantage.

Bastion of Hope

Starting at 6th level, when an attack roll is made against you and misses you, you can choose to gain temporary hit points equal to twice your cleric level. These temporary hit points last until the beginning of your next turn.   Once you use this feature, you cannot do so again until you finish a short or long rest.

Steel Will

Also at 6th level, you are immune to being frightened.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Vigilant Champion

Beginning at 17th level, you always stand vigilant no matter the opposition. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (minimum 1).

Comments

Please Login in order to comment!