Victory Domain
Gods who possess the domain of victory govern challenge, competitions, and success. Be it gods of strategy or war, tournaments or courage, these deities are incredibly valued amongst their pantheons and the mortal realms. Followers of such deities can carry this aspect and manifest it when they need it most, changing the lowest odds to a possible victory.
Victory Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Absorb Element, Heroism |
| 3rd | Aid, Enhance Ability |
| 5th | Beacon of Hope, Motivational Speech |
| 7th | Death Ward, Freedom of Movement |
| 9th | Circle of Power, Holy Weapon |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons.
You also learn the *True Strike* cantrip, and it does not count for the number of cantrips you know. You can cast it as a bonus action.
Victory's Magic
Also at 1st level, your spells can bring victory or loss to whoever it affects. When you cast a spell using a spell slot of 1st level or higher and target a hostile creature, you can have their next attack roll to be made with disadvantage. If you target a friendly creature, they instead have advantage on their next attack roll.
If the spell targets more than one creature, you choose which creature is affected by this feature.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Channel Divinity: Reflect Disaster
At 2nd level, you can use your Channel Divinity to impart a condition another creature dealt. When a friendly creature would gain a negative condition that isn’t grappled, restrained, or unconscious, you can spend a reaction to use this CD, causing the creature that imposed this condition to succeed a saving throw or gain that condition instead. If the condition was obtained without a save, the target makes a Wisdom saving throw against your spell save DC. You can continue this condition for a minute, but it requires concentration (as if concentrating on a spell).
Battle-Ready
At 6th level, you gain a bonus to your initiative rolls equal to your Wisdom modifier.
When rolling initiative, you can have the ally that rolled initiative lower than you (but closest to you) to instead start immediately after your turn.
Once you have used this feature, you can't use it again until you finish a short or long rest.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Aspect of Victory
At 17th level, you are an expert in obtaining victory. Hostile creatures affected by your Victory's Magic feature have disadvantage on saving throws from an Ability Score of your choice until the start of your next turn. Friendly creatures affected by that feature instead have advantage on a saving throw from an Ability Score of your choice.
Additionally, True Strike no longer requires concentration.

