Cleric: War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honour and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells | |
Cleric Level | Spells |
1st | Compelled Duel, Zephyr Strike |
3rd | Magic Weapon, Shadow Blade |
5th | Crusader's Mantle, Haste |
7th | Find Greater Steed, Staggering Smite |
9th | Banishing Smite, Destructive Wave |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armour.Dedicated Weapon of Worship
As an acolyte of war, your weapons are implements of worship. At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, you can use your Wisdom modifier for attack and damage rolls with this weapon, and use your bonded weapon as a spellcasting focus for your cleric spells.Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. Once on your turn 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.Divine Warrior
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class Additionally, your god's teachings allow to weave divine magic into combat. At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.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 attacks. Additionally, when you use your action to cast a spell, you can make one weapon attack as a bonus action.Remove these ads. Join the Worldbuilders Guild