Aegis Domain (5e Subclass)

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Aegis Domain

Cleric subclass

Aegis domain spells

Cleric level 1: Shield of faith, shield

Cleric level 3: Warding bond, aid

Cleric level 5: Magic circle, remove curse

Cleric level 7: Guardian of faith, death ward

Cleric level 9: Hallow, circle of power


Shield fighting

At level 1, you have the ability to use a shield in combat with more skill than most. You can benefit from two shields at a time, you can wield a one-handed weapon and shield with the same arm, receiving only a +1 bonus to AC from a shield with a weapon in the same hand, and you can use a shield as a weapon in combat. It counts as a light melee weapon, dealing 1d4+Str bludgeoning damage. On a critical hit with a shield bash, the enemy cannot take reactions for one round.

Channel divinity: Luminous barrier

At level 2, you can create a field of solid holy energy to protect yourself and your allies. You conjure a glowing sphere of holy light, creating a solid magical barrier. A sphere of radiant energy with a radius of 20 feet appears, centered around you. Creatures cannot pass through the barrier, and any projectile fired into or out of the barrier is blocked and the attack roll must be made against the barrier. A spell’s AoE cannot pass over the shield; it cannot reach onto the opposite side of the shield from which it originated. As this sphere expands around you, any undead creature it passes over takes 1d8 radiant damage. The sphere has an AC equal to your wisdom modifier plus your proficiency modifier, hit points equal to your cleric level multiplied by your wisdom modifier, and lasts for up to a minute while concentrating, or until it drops to 0 hit points. Your concentration breaks if you move from the point at which you cast this ability. Reduce the damage of any attack made against this shield by any undead creature or nonmagical weapon by your cleric level.

Channel divinity: Holy beacon

Starting at level 6, you can use your channel divinity to shine with a holy light, attracting the attention of nearby enemies. Upon activating this ability, all enemies within 30 feet of you must make a Wis saving throw. On a failed save, they are taunted by you, and must turn their attention and hostility towards you. You also gain a bonus to your AC equal to your Wisdom modifier. On the turn of an enemy affected by this ability, they must either attack you or move closer to you in order to do so. Each round, any enemy affected by this ability can make a Wis save to end the effect early. The taunt effect and bonus to armour class last up to a minute while concentrating. If you move, this ability ends early.


Divine strike

At level 8, you can imbue shields you hold with divine magic, increasing their potency in combat. Once on each of your turns, a razor edge of divine light forms around the edges of your shields, allowing them to deal 1d8 radiant damage rather than 1d4 bludgeoning damage. You can also choose to use the front of the shield in a bash attack, dealing 1d4 bludgeoning damage and knocking the target back 5 feet. At level 14, the damage of both the shield bash and razor edge increases by 1d8, and the bash knockback distance increases to 15 feet. Any shield you hold can be thrown at a range of 20/60.

Warding charms

At level 17, your holy abjuration spreads to those near you. Upon completing a short or long rest, choose a number of creatures less than or equal to your wisdom modifier who completed that rest with you, including yourself, gains a bonus to AC equal to your Wis modifier until they take damage. As a reaction to one of your companions being hit by an attack while under the effect of your Wards, you may choose to take the damage yourself, allowing them to maintain the increased AC. You must still make a concentration check upon taking this damage. These wards last until you break concentration or your next short or long rest.


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