War Domain, 4th Variant (5e Subclass)
War Domain[edit]
Cleric Subclass You worship a god of battle and war, such as Tempus or Gruumsh. Your prayers are battle-cries, and your hymns are the clashing of steel.
Cleric Level | Spells |
---|---|
1st | Shield, guiding bolt |
3rd | branding smite, spiritual weapon |
5th | crusader’s mantle, spirit guardians |
7th | aura of purity, staggering smite |
9th | holy weapon, steel wind strike |
- Equipped For Battle
At 1st level, you gain proficiency with heavy armor and martial weapons.
- Fighting Style
Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Protection: When a creature you can see attacks a target other than you that is within five feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Channel Divinity: Guided 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. Alternatively, when a friendly creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll by using your Channel Divinity. As with the first option, you make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Extra Attack
At 6th level, your god begins to deliver bolts of inspiration to you while you are engaged in battle. You can attack twice, instead of once, whenever you take the Attack action on your turn.
- 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. This damage is considered magical. 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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