Might Domain - Cleric

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Divine Domain

Might Domain

Might can present itself in many forms but the mighty share a common trait, they seek to grow and test their strength against worthy opponents. As a cleric of might combat is a sacred ritual akin to prayer, and the battlefield is your place of worship.


Example Deities Include; Bane - God of Tyranny, Ilmater - God of Endurance, Tempus - God of War

Might Domain Spells

Cleric Level Spells
1st Compelled Duel, Divine Favor
3rd Magic Weapon, Spiritual Weapon
5th Crusader’s Mantle, Elemental Weapon
7th Freedom of Movement, Sickening Radiance
9th Destructive Wave, Holy Weapon

Martial Prayer

1st-level Might Domain feature


You gain proficiency with martial weapons and heavy armor. Additionally, simple and martial weapons are considered holy symbols for you, and can be used as a spellcasting focus for your cleric spells.


Furthermore, you can learn the Green-Flame Blade or Booming Blade cantrip (your choice). This cantrip counts as a cleric cantrip for you, but doesn’t count against the number of cleric cantrips you know.

Enduring Warrior

1st-level Might Domain feature


You continue to fight where others would faulter. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once, regaining its use when you finish a long or short rest.

Channel Divinity: Assail

2nd-level Might Domain feature


You can use your Channel Divinity to invoke your deities might. Before you make a weapon attack, you can use your Channel Divinity to give yourself advantage on the attack roll. If the attack hits, instead of rolling your weapon’s damage dice, you instead use the highest number possible for each die.

Extinguish Heresy

6th-level Might Domain feature


When you cast a cleric spell of 1st level or higher as an action, you can make one weapon attack as a bonus action.


You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.

Divine Strike

8th-level Might Domain feature


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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Demonstration of Might

17th-level Might Domain feature


When you hit a creature with a weapon attack after using your Channel Divinity: Assail feature, the attack is considered a critical hit.

Artwork by Hua Lu & Dmitry Prozorov
Subclass by DNDBlue | Version 4.2

 

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