Cleric: War Domain
Original Source: Player's Handbook
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, 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. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | divine favor, heroism |
3rd | elemental weapon, find steed |
5th | crusader's mantle, haste |
7th | find greater steed, stoneskin |
9th | destructive wave, steel wind strike |
Initiate of War
1st-level War Domain feature
At 1st level, choose one of the following:
Arms of War
Prerequisite: Spirit Soldier
You gain proficiency with martial weapons and heavy armor.
Acolyte of War
You learn one of the following cantrips: blade ward, booming blade, frost strike, green-flame blade, sword burst, or true strike. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Athletics, History, or Intimidation.
Know Your Enemy
1st-level War Domain feature
At 1st level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
- Highest degree of maneuvers available, if any
War Priest
1st-level War Domain feature
Your god delivers bolts of inspiration to you while you are engaged in battle. You can make one weapon attack as a bonus action.
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 short or long rest.
Channel Divinity: Guided Strike
2nd-level War Domain feature
When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give a +10 bonus to the roll, potentially causing it to hit.
Channel Divinity: War God's Blessing
6th-level War Domain feature
You can expend a use of your Channel Divinity to cast Shield of Faith and Spiritual Weapon without spending mana. When cast in this way, they are cast at a level equal to your proficiency bonus or the highest level spell you can cast (whichever is lower). The spells lasts for 1 minute and Shield of Faith does not require concentration, but it ends early if you cast either spell again, become Incapacitated, or die.
Divine Strike
7th-level War Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 of the same type to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
15th-level War Domain feature
You gain resistance to bludgeoning, piercing, and slashing damage, and you cannot be charmed or frightened.