Cleric

 

Cleric: Divine Domain: War

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.

War Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the war domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

War Domain Spells

Level

Spells

1

Shield of faith, true strike

3

Destructive smite, spiritual weapon

5

Crusader's mantle, haste

7

Divine power, shout

9

Holy weapon, swift quiver

Devout Warrior

Beginning at 3rd level, you can bless either yourself or another creature until the beginning of your next turn as a bonus action. Before the end of your next turn, the creature can make an additional attack with a weapon the next time the blessed creature makes an attack with a weapon.

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: War God’s Blessing

Beginning at 6th level, you can use you channel divinity to cast one of your domain spells as a reaction when another creature makes an attack within 30 feet of you. The spell must be one that targets a creature. You cast the spell immediately before the triggering attack is rolled and you must target the attacking creature or the target of the attack with the spell.

Your target gains the benefit of the spell regardless of the spell’s normal range or target restrictions (e.g. you can spend a 1st level spell slot when you use this reaction to cast true strike on the triggering creature). For all purposes but who gains the benefit of the spell, you are the caster of the spell (meaning you must maintain concentration on the spell if it requires concentration, and the spell uses your spellcasting ability modifier and saving throw DC).

 

Guided Strike

Beginning at 10th level, your strikes become devastating. After using your channel divinity, your next attack scores a critical hit if the attack roll is 10 or more higher than the target’s armour class. The effect ends when you make an attack or at the end of your next turn.

 

Avatar of Battle

At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn whenever you cast one of your domain spells.