My Documents
Become a Patron!
# 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 \columnbreak ## 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.
\pagebreak ## 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. \columnbreak ## 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