War Domain, 2nd Variant (5e Subclass)
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War Domain, 2nd Variant
Expanded Spell List
|1st||Compelled Duel, Shield of Faith|
|3rd||Spiritual Weapon, Branding Smite|
|5th||Crusader's Mantle, Spirit Guardians|
|7th||Death Ward, Staggering Smite|
|9th||Circle of Power, Holy Weapon|
At 1st level, you gain proficiency with martial weapons and heavy armor.
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
At 5th level, your War Hero feature upgrades to "When you use the Attack action, you can make another weapon attack."
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: Heroic Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. 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.
Smiter of War
At 6th level, once per turn, when you cast a smite spell or Holy Weapon, you gain an additional bonus action for that turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses after a long rest.
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 War
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
The spell, Spirit Guardians, is no longer a concentration spell for you if you expend an additional slot of a level equal to or higher than the slot you used to cast it.