War Domain

Cleric Subclass
This is a variant of the War subclass, replacing it for use in this setting. It is a combination of some elements from treatmonk's War domain homebrew, as well as our own take on the concept. It is as follows:
In a perfect world, physical conflict and the ravages of battle would be unknown. Alas, such perfection has proven to be elusive. Battle takes many forms, and it can be desperate and horrific while at the same time pushing otherwise ordinary people to acts of extreme valor or unselfish sacrifice. As it is among mortals, so it is among the gods and many of them have a warlike aspect that either seeks battle or stands ready to respond to the need to protect others by joining the fray.
Bulor is content to stand guard over what is his but is bellicose and ready to preemptively attack anyone or thing encroaching his turf, and many of his priests encourage similar behavior in their faithful. The mighty Leoric can be lazy and vainglorious but is awesomely ferocious when forced to take action against troublemakers, and some of his clerics promote this active aspect of their god. The honorable Rhingor is the champion of the gods who stands ever ready to fight to defend the good and righteous of the world at all times against all threats, and this is the dominant aspect represented by his clerics. Finally, the bloody minded Tuskgora revels in violence for its own sake and lusts for eternal battle, and this is taken up by many of her savage priests.
 
Domain Spells
Cleric Level
Spells
1
Divine Favor, Heroism
3
Branding Smite, Magic Weapon
5
Crusader's Mantle, Blinding Smite
7
Guardian of Faith, Staggering Smite
9
Banishing Smite, Circle of Power
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
 
War Priest
From 1st level, you can perform the somatic components of cleric spells even when you have weapons or a shield in one or both hands. Additionally, when you cast a cleric spell of 1st level or higher, you may make a single weapon attack with a melee weapon you are holding as a part of that same action or bonus action.
 
Channel Divinity: Guided Strike
Starting at 2nd level, when a creature (including yourself) 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.
 
In the Thick of Battle
From 6th level, while you are within the reach of an enemy creature that is not incapacitated, you gain +1 AC and have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
 
Divine Strike
Note: you can replace this feature with the Radiant Strike optional feature if you prefer.
Starting at 8th level, you gain the ability to infuse your weapon strikes with destructive power. 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.

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