Cleric
War Domain
War Domain Spells
You gain bonus spells at the ranger levels listed.
| Cleric Level | Spells |
|---|---|
| 1st | Divine Favor, Shield of Faith |
| 3rd | Magic Weapon, Spiritual Weapon |
| 5th | Crusader’s Mantle, Spirit Guardians |
| 7th | Freedom of Movement, Staggering Smite |
| 9th | Banishing Smite, Conjure Volley |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Fighting Styles
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Great Weapon Fighting
When you roll a 1 or 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. You can wield a finesse or versatile weapon in one hand as long as the weapon in the other hand is a light weapon. You are able to draw and stow both weapons.
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.
Also, when a 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, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
War Priest
At 6th level, your god delivers 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. 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